Search the Community

Showing results for tags 'post processing'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Coding and Game Design
  • Frameworks
    • Phaser 3
    • Phaser 2
    • Pixi.js
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Twitter


Skype


Location


Interests

Found 2 results

  1. The default bloom post process extracts all pixels brighter than a threshold, blurs that image, and overlays it onto the original render. The problem is that it simply adds the RGB values of the 2 images together, resulting in already bright areas becoming way too bright. I want to use BABYLON.Engine.ALPHA_MAXIMIZED as the blend mode for bloom. How do I do that? Do I need to write a whole new bloom shader from scratch?
  2. erm, I'm not sure what to classify this problem as or what its title should be. So, I tried to combine the PG (from the GUI announcement) I made a few mths back (https://www.babylonjs-playground.com/#FBKE1P#1) with the default rendering post processing tutorial and erm...I honestly don't quite understand the problem I'm seeing on my screen. The recreated PG is https://www.babylonjs-playground.com/#5XB8YT#5 All I did was port some codes from FBKE1P to the post processing part. I was hoping to get the same mouse-over text on the skull while being able to play with the sliders. It seems like the entire skull is offset virtually ? or the GUI elements are in the wrong place ? or or... loss of words, sorry Any help, guys?