Descriptive Problem Summary:
The bloom filter cuts off at the edge of the icon it's being drawn over, making it impossible to simply add a bloom effect over an icon that fills its canvas size
Numbered Steps to Reproduce Problem:
See test case
Code Snippet (if applicable) to Reproduce Problem:
Expected Results:
The bloom filter to appear around the icon, independent of the icon size
Actual Results:
The bloom effect only appears within the dimensions of the icon file
Does the problem occur:
Every time? Or how often?
urrday
In other games?
urrgame
In other user accounts?
urrcount
On other computers?
urrpc
When does the problem NOT occur?
urrtime
Did the problem NOT occur in any earlier versions? If so, what was the last version that worked? (Visit http://www.byond.com/download/build to download old versions for testing.)
urrver
Workarounds:
nurp
j/k.
Yes, you can create either a larger icon file (for example, if you want a 32pixel circle to bloom properly, create a 64 pixel icon and draw a 32 pixel circle in the center of it.
Test Case
https://cdn.discordapp.com/attachments/725458744711839873/ 822562287256076298/test_case_src.zip
ID:2665775
Mar 19 2021, 2:08 pm (Edited on Mar 19 2021, 2:22 pm)
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Not a bug
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Mar 19 2021, 2:59 pm
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Unlike the blur filter bug I'm less sure about this one. I see why this issue is happening but I hesitate to call it a bug exactly. The key here is that bloom is a post-processing effect and isn't really meant for individual objects so much as plane masters.
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Ran into this issue and got an idea:
I do have an idea but I'm not sure if it's doable: something of a "canvas_size" parameter that does (in the background / on the backend) whatever the engine does that requires a larger icon size to get a nice bloom. |
In response to FKI
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I already do this for the blur filter.
The main problem here is, the bloom filter was never actually intended for individual icons. It was designed for post-processing on a whole scene. |