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
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
Torque Owner Ivan Mandzhukov
Liman3D
But you can 'mask' the Glow effect in C++, then compile TGEA.
Other decision is to create specular mapping with mask.