TECHNOLOGIES
FORUMS
JOBS
BOOKS
EVENTS
INTERVIEWS
Live
MORE
LEARN
Training
CAREER
MEMBERS
VIDEOS
NEWS
BLOGS
Sign Up
Login
No unread comment.
View All Comments
No unread message.
View All Messages
No unread notification.
View All Notifications
Answers
Post
An Article
A Blog
A News
A Video
An EBook
An Interview Question
Ask Question
Forums
Monthly Leaders
Forum guidelines
time and space
1.7k
31
57.3k
How to bloom a specific color or sprite?
Aug 6 2011 9:48 AM
I've been using the following example code to create bloom effects in my project:
http://create.msdn.com/en-US/education/catalog/sample/bloom
How can I change/configure this to bloom only a certain colour or a certain object (eg - a specific sprite)?
I tried the following (to bloom only the lasers), but it doesn't work:
protected override void Draw(GameTime gameTime)
{
bloom.BeginDraw();
bloom.Settings = BloomSettings.PresetSettings[7]; //bloom off
GraphicsDevice.Clear(Color.Black);
spriteBatch.Begin(SpriteSortMode.Deferred,
BlendState.AlphaBlend, SamplerState.PointClamp,
null, null, null);
if (bombs.bombsAlive > 0)
bombs.Draw(spriteBatch);
spriteBatch.End();
bloom.Settings = BloomSettings.PresetSettings[6]; //bloom on
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend,
SamplerState.PointClamp, null, null, null);
if (lasers.lasersAlive > 0)
lasers.Draw(spriteBatch);
spriteBatch.End();
bloom.Settings = BloomSettings.PresetSettings[7]; //bloom off
spriteBatch.Begin(SpriteSortMode.Deferred,
BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null);
if (enemies.enemiesAlive > 0)
enemies.Draw(spriteBatch);
if (projectiles.bulletsAlive > 0)
projectiles.Draw(spriteBatch);
spriteBatch.End();
base.Draw(gameTime);
}
I've tested my bloom settings 6 and 7 individually, and they work as they should, when tested on a complete scene. BloomSettings.PresetSettings[6] creates bloom while BloomSettings.PresetSettings[7] has no bloom effects.
Anyone have any ideas?
Reply
Answers (
1
)
How to assign TimeSpan with a default value when using it as an argument?
Car controls in xna 3.0