Skip to main content
gamedev.net
🔒 Locked

Bloom effect

Started by ak-73 Feb 27, 2009 at 8:29 AM 2 replies 650+ views
Original Post
ak-73
ak-73
Hi! I got problems with creating a Bloom effect. I am using the .fxs straight from the PostProcess sample of D3d9. For whatever reason that is beyond me the blur doesn't work properly: original: http://i52.photobucket.com/albums/g30/ak-73/1.png down-filtered&brightpass: http://i52.photobucket.com/albums/g30/ak-73/2.png blurred: http://i52.photobucket.com/albums/g30/ak-73/3.png up-filtered: http://i52.photobucket.com/albums/g30/ak-73/4.png combined: http://i52.photobucket.com/albums/g30/ak-73/5.png I have to add that this is my first steps using shaders and effects and I just can't figure out why it works properly in the PostProcess sample on my PC and not in the adaptation in my own app. I have been dumping the render-/texturestage-/samplerstates of the PostProcess sample and adjusting my own settings for the render accordingly - to no avail. For *some* reason the Gaussian blur does not work. The bloomScale coefficient does work but all that the blur effect accomplishes is brightening the original pic, not blurring it. Anyone with *any* ideas what the problem may be? Alex
dave
dave
Why are you posting this again?

Help was here!
ak-73
ak-73
Quote:
Original post by Dave
Why are you posting this again?

Help was here!


Did you read that

a) I was making sure that in my app I used the exact same renderstates, texturestagestates and samplerstates as in the PostProcess sample?

b) in the PostProcess sample the blur effect was working and in my app it was not?

From that I derive that

a) the problem is not in the setting of the texture filtering mode

and

b) I don't think that the graphics card driver isn't to be blamed either, as it works under the d3d9 sample and not in my app.

So I figured that there must be some condition outside of driver settings and the aforementioned states that is impacting on the behaviour of the shader.

And since I received no further reply to that other topic *and* I noticed in the meantime that there is a forum dedicated specifically to DirectX, I thought I might try my luck here, so *that's why*. :-)

Regards,
Alex
ak-73
ak-73
Quote:
Original post by Dave
Why are you posting this again?

Help was here!


FYI, the actual problem was that I had to divide the pixel offsets by the respective image dimension to properly convert pixels to texels. Since I didn't do that, the result was that was what supposed to be a blur only brightened the image.

Alex

Topic Locked

This topic has been locked by a moderator. New replies are not allowed.

Sign in to reply to this topic.