Full Screen Shader in 1.8.1
by Eric den Boer · in Torque Game Engine Advanced · 05/08/2009 (11:00 am) · 6 replies
Hi all,
I'm trying to implement a full screen shader (post processing) into the game. Now I can add shaders and apply them to textures just fine, no problem there what so ever.
However, I cannot seem to find out how to apply post-processing full screen pixel shaders.
I looked around, but all the solutions on the forums are for older versions of Torque. Like the createEffectsCanvas() which no longer works and some resource modifying the GFX layer of the engine. Today 1.8 works with the Active Render Surface or something as far as I've seen.
Is there a way to add full screen shaders? Thanks!
Edit
Fixed Resource for 1.8.1
I'm trying to implement a full screen shader (post processing) into the game. Now I can add shaders and apply them to textures just fine, no problem there what so ever.
However, I cannot seem to find out how to apply post-processing full screen pixel shaders.
I looked around, but all the solutions on the forums are for older versions of Torque. Like the createEffectsCanvas() which no longer works and some resource modifying the GFX layer of the engine. Today 1.8 works with the Active Render Surface or something as far as I've seen.
Is there a way to add full screen shaders? Thanks!
Edit
Fixed Resource for 1.8.1
#2
05/08/2009 (2:53 pm)
There are a bunch of resources that do this already, but it often involves creating a custom GUI class that setups a shader before rendering and make it use the SFX buffer as a texture.
#3
Will a shader work on a transparant texture? So that I don't even have to toggle it on/off?
05/09/2009 (3:47 am)
Hm, funny.. I thought about creating some kind of texture and making that full screen and only showing and/or hiding that when it needed to be and applying the shader to that. But I wasn't sure if that was the proper way to do it, because it seemed such a weird way of going about it.Will a shader work on a transparant texture? So that I don't even have to toggle it on/off?
#4
Yes. But you're better off toggling it off when you don't need it, otherwise you're going to be doing a million or so pixel operations every frame for nothing.
05/10/2009 (6:16 am)
Quote:
Will a shader work on a transparant texture? So that I don't even have to toggle it on/off?
Yes. But you're better off toggling it off when you don't need it, otherwise you're going to be doing a million or so pixel operations every frame for nothing.
#5
I did my work on the issue of full screen effects in TGEA 1.8 and made a couple of changes to make it work.It works fine.
Chk out the link.This is my personal post in resource.
http://www.garagegames.com/community/resources/view/17329
05/25/2009 (10:33 pm)
Hi,I did my work on the issue of full screen effects in TGEA 1.8 and made a couple of changes to make it work.It works fine.
Chk out the link.This is my personal post in resource.
http://www.garagegames.com/community/resources/view/17329
#6
Resource
Thanks man!
05/27/2009 (11:09 am)
Quote:Hi,And I fixed your fix :)
I did my work on the issue of full screen effects in TGEA 1.8 and made a couple of changes to make it work.It works fine.
Chk out the link.This is my personal post in resource.
http://www.garagegames.com/community/resources/view/17329
Resource
Thanks man!
Torque Owner Stefan Lundmark
Look at WaterBlock and how it does the overlay. You just have to setup a pass and map a material to it and you're golden.