Aug 24, 2010 at 3:05 PM
Edited Aug 24, 2010 at 3:07 PM
ok. i succeeded with bloom on whole image, including video picture as well =) the problem solved simply - by changing DrawOrder in bloom component to more that 101, because goblin xna component has DrawOrder 101.
so now, next step - is how to make model bloomed, not the video. one approach i found on xna forums is to use alpha channels as mask. that works for sample. the main idea is to change BloomExtract.fx shader so it could pick the data should be bloomed and
dont touch those pixels, which shouldn't. you can find here a discussion http://forums.xna.com/forums/p/8735/178603.aspx
the main steps as i understood are these:
1. erase alpha channel for buffer before rendering background
2. render background
3. fill the alpha channel for buffer (that would be like an indicator for shader to enable bloom effect)
4. render model.
as a result we obtain bloomed model on a normal background - that what we need in our goblin game, right?
as far as i see, the problem with goblin is to somehow get into the moment and add some code (like filling and erasing alpha channels) before rendering background video and after rendering background video.
i would appreciate any help from those who knows how to implement this =) or maybe there are some other ways?
ohanoda, you said, that you're experimenting with it, arent you? may be we can exchange our ideas?
thanks in advance