I can see you didn't like my answer. Vizard provides a set of tools for the user to work with, but it is up to the user to supply the raw materials. It has support for any GLSL pixel shader you wish to use. It is up to you to provide them much as you would a texture, environment, or the coding for your application.
Alternatively, for simple objects like lightbulbs, you can create a billboarded quad textured with a white map with a circular gradient in the alpha channel, and place these around the scene where you want the glow. You need to be careful to avoid having the glow intersect with other transparent objects as this can cause draw order problems. This was the method used in most games before complex shaders were around.
Last edited by Veleno; 10-25-2010 at 04:31 AM.
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