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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 ( 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 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?