Q3Map2 Functionality -- bloom


(Kaziganthe) #1

Is there a way to implement some kind of light bloom with q3map2? Just a simple one coming off of light-emitting shaders…

I had the idea that it could be achieved with successively smaller layers of fur, and it’s color tacked onto the rgb of the lightimage.

Is this possible?


(Kaziganthe) #2

Also, what about the -flares switch? I found r_flares in q3, complied a map with -flares, but was unable to see anything. Is this a raven-game only deal?


(Fracman) #3

Is the glow not enough?

… a shader with stage blendFunc GL_SRC_ONE GL_DST_ONE…


(Kaziganthe) #4

I should have said that I’m talking about q3. Sorry :slight_smile:


(Fracman) #5

well, this simple “add” shader should also be possible in Q3, shouldn’t it? :wink:

Flares need a flare shader with a flare texture, of course.
You might check the shader you’re using if all textures are present.


(obsidian) #6

Q3 does not support bloom or scaling flare shaders. You’ll have to create an additive blend texture with autosprite.