Game Development Community

Glow/Specular Bloom

by Jeremiah Fulbright · in Torque Game Engine Advanced · 12/07/2007 (6:00 pm) · 1 replies

I am curious if anybody has a working implementation either via ShaderGen changes or a custom material which will allow glow via a mask or specular bloom.

Or explain the exact setup for a material so the glow will work properly with Specular, as I've yet to see a working example of Specular + Glow

#1
12/08/2007 (11:48 am)
You can use Glow only for the entire stage.
But you can 'mask' the Glow effect in C++, then compile TGEA.

Other decision is to create specular mapping with mask.