Game Development Community

Has anyone got HDR / Bloom to work 'out of the box'?

by Dave Calabrese · in Torque Game Engine Advanced · 11/04/2008 (9:35 am) · 4 replies

Hey all,

I'm trying to get the HDR / Bloom effects to work in TGEA 1.7.1 by using the shaders that ship with TGEA. I'm using this TDN article for reference:

http://tdn.garagegames.com/wiki/TorqueShaderEngine/LightingSystem/High_Dynamic_Range_Lighting

However, no matter what I do, I see no changes in the game, and I don't see any properties related to Bloom / HDR showing up for the Sun object in the mission. To test this, I'm using a vanilla, unmodified TGEA 1.7.1 in the Stronghold demo and 'A Stronghold' mission.

Is anyone aware of if this works correctly in TGEA 1.7.1, or if I will instead need to write my own bloom shader and manually apply it to the screen?

Thanks in advance!
-Dave Calabrese
Gaslight Studios

#1
11/04/2008 (9:58 am)
Replace your Sun object datablock in /scriptsAndAsserts/data/missions/stronghold.mis:

...
   new Sun() {
      canSaveDynamicFields = "1";
      azimuth = "45";
      elevation = "45";
      color = "0.85 0.85 0.85 1";
      ambient = "0.15 0.15 0.27 1";
      CastsShadows = "1";
         rotation = "1 0 0 0";
         direction = "0.57735 0.57735 -0.57735";
         scale = "1 1 1";
         position = "0 0 0";
   }
   ...

with this:

new sgSun() {
      canSaveDynamicFields = "1";
      Enabled = "1";
      azimuth = "0";
      elevation = "35";
      color = "1 1 0.8 1";
      ambient = "0.4 0.4 0.5 1";
      castsShadows = "1";
      useBloom = "1";
      useToneMapping = "1";
      useDynamicRangeLighting = "1";
      DRLHighDynamicRange = "1";
      DRLTarget = "0.8";
      DRLMax = "1";
      DRLMin = "0.5";
      DRLMultiplier = "1.4";
      bloomCutOff = "1.5";
      bloomAmount = "1.2";
      bloomSeedAmount = "0.5";
         direction = "0 0.954268 -0.298953";
         position = "0 0 0";
         rotation = "1 0 0 0";
         scale = "1 1 1";
   };
#2
11/04/2008 (10:04 am)
Aha! That worked! So I'm guessing there is just a bug in 1.7.1 where it does not give you all the needed properties on the Sun for make it work?
#3
11/04/2008 (1:05 pm)
The 'bug' is that the NEW type of sun (sgSun) hasn't been added to the world creator. All this info used to be in the old sun, but no longer...
#4
11/04/2008 (1:08 pm)
Ah... well that explains a lot. I love hidden features! ;)