Glow masking 1.7.1
by Kirk Longendyke · in Torque Game Engine Advanced · 12/31/2008 (9:14 am) · 3 replies
At present, no tgea version I'm aware of has a working example of a masked glow effect for compositing a glowing texture pass over a normal one. I've gotten a far as rewiring:
wich, when used in conjunction with the following material setup:
gives:
( http://img381.imageshack.us/img381/593/glowbuffke4.jpg )

Current thinking is somewhere further down the line (and I'm afraid I'm just not sure where) it's getting overridden by the shadow pass... any suggestions?
void GlowBuffer::copyToScreen( RectI &viewport )
{
...
// Mod color texture for this draw because we are providing color information to the PrimBuilder -patw
GFX->disableShaders();
GFX->setupGenericShaders( GFXDevice::GSTexture ); //was GSAddColorTexture
GFX->setTexture( 0, mSurface[0] );
for (U32 i = 1; i < GFX->getNumSamplers(); i++)
{
GFX->setTextureStageColorOp(i, GFXTOPDisable);
}
GFX->setAlphaBlendEnable( Con::getBoolVariable("$translucentGlow", true) );
GFX->setSrcBlend( GFXBlendOne );
GFX->setDestBlend( GFXBlendOne ); //wanna say thats significant... but...
GFX->setAlphaTestEnable( true );
GFX->setAlphaRef( 1 );
GFX->setAlphaFunc( GFXCmpGreaterEqual );
...
}wich, when used in conjunction with the following material setup:
new Material(carriermetal001)
{
baseTex[0] = "carriermetal";
bumpTex[0] = "carriermetalb";
pixelSpecular[0] = true;
specular[0] = "0.3 0.3 0.3 1.0";
specularPower[0] = 12.0;
translucent[0] = false;
//=============== pass 2 ===========
baseTex[1] = "carriermetal2";
bumpTex[1] = "carriermetal2b";
emmissive[1] = true;
glow[1] = true;
//pixelSpecular[1] = true;
//specularPower[1] = 8;
translucent[1] = true;
translucentBlendOp[1] = AddAlpha;
translucentZWrite[1] = true;
alphaRef[1] = 20;
};gives:
( http://img381.imageshack.us/img381/593/glowbuffke4.jpg )

Current thinking is somewhere further down the line (and I'm afraid I'm just not sure where) it's getting overridden by the shadow pass... any suggestions?
#2
You may be interested in Guy Allard's Blue Marble demo... pretty cool effect as well.
www.garagegames.com/blogs/18484/14821
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=14747
12/31/2008 (9:31 am)
@KirkYou may be interested in Guy Allard's Blue Marble demo... pretty cool effect as well.
www.garagegames.com/blogs/18484/14821
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=14747
#3
12/31/2008 (10:28 am)
For the record: bumpTex[1] = "carriermetal2b"; turned out to be the problem
Torque Owner Stefan Lundmark
I know I did it the same way as your example too, so it's possible that it's broken now.
(Awesome pictures)