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Bloom Gideros example and background...
  • Guys,

    The Bloom example, that comes with Gideros, works on a container where we draw the game sprites.
    This container must be a non-transparent, dark, solid color shape. Otherwise the bloom does not work.

    For example if I make the container transparent - the entire screen blooms.
    So I can't have some nice background image, because the container needs to be non transparent. If my background is displayed in the container itself - it also blooms and does not look nice.

    Another example: If I want some of my sprites to bloom and some not - I can put the bloom ones in a bloom container sprite and the others in another, but if the bloom container is not transparent I can't put anything behind it...

    The question:
    Is there a way to make the bloom example work in transparent container?


  • You draw the 'to be' bloomed sprites to a texture, then you process that texture for bloom - you can then draw that texture onto your real game screen.
  • Thanks @SinisterSoft, but how do you do that in the Bloom Gideros example?
    Do you mean to do another RemoveChild/RenderTarget/draw/Bitmap.new/addChild on each frame in addition on everything else the bloom is doing on frame?
    Isn't that going to be slow?
    I was kind of hoping that tweaking the Bloom.lua code can make it work with trasparent container...

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