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High Speed 2D and 3D Bloom example


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#1 Fihrilkamal

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Posted 24 December 2011 - 08:40 AM

Summary
In this example I'll show you my techniques on making light bloom effect in both 2D and 3D graphic, and both with pretty high speed (60 FPS). I know there's many bloom examples that may better than this, but most blooms made with GM I tried is too slow for my old computer (My computer also have two antiviruses that runs simultaneously). Well, this is it!!

The 2D Bloom!
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The 3D Bloom!
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:medieval: :medieval: I hope you find it useful, and Happy Game Making !! :medieval: :medieval:
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#2 Monolisk

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Posted 03 January 2012 - 06:57 PM

Hey, This is pretty good!
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#3 Bytewin

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Posted 04 February 2012 - 05:21 PM

This is pretty cool :thumbsup:
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#4 chrscool8

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Posted 09 February 2012 - 04:38 AM

3D looked good, but the 2D was a spazzy, blurry mess. :/
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#5 Fihrilkamal

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Posted 15 February 2012 - 07:55 PM

3D looked good, but the 2D was a spazzy, blurry mess. :/
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Well, that's because of the super-tiny surface that I'm used to draw the bloom, you can try increase the size of the "bloom" surface to fix it, but it surely will slow down the game.

Thank you all for your nice comments! :D
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#6 Markonicus

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Posted 16 February 2012 - 06:52 PM

2D can look pretty good in your example, but when I try to apply it to my own room all I get is some sort of a blur-meets-pixelated effect.
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#7 Newly Discovered

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Posted 23 February 2012 - 02:23 AM

Markonicus, be sure you have texture_set_interpolation(true); somewhere in your code.
Or you could just select the checkbox for interpolate in the global game settings.

This is a good example although I find the resolution too small. If someone wanted to use this in a game with 16x16 sprites, it would look terrible.
At a resolution this low you would only get a bloom effect half of the time you move the screen.
As long as you up the resolution, it's definitely worth using.

Good job =)
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#8 Markonicus

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Posted 26 February 2012 - 10:07 AM

Markonicus, be sure you have texture_set_interpolation(true); somewhere in your code.
Or you could just select the checkbox for interpolate in the global game settings.

This is a good example although I find the resolution too small. If someone wanted to use this in a game with 16x16 sprites, it would look terrible.
At a resolution this low you would only get a bloom effect half of the time you move the screen.
As long as you up the resolution, it's definitely worth using.

Good job =)


Thank you, that fixed it.
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