first of all you need a model, an entity, with a second skin which gives you the glowing parts of the model (or an alpha channel on the first skin). during normal camera rendering you're just rendering the model as-is, without the glow. now you need a second camera (or wait for multiple render targets in 7.08 and do the following in the same technique, outputting to COLOR1 instead of COLOR0). this second camera renders all objects which need to glow with the glow skin. this rendered image goes into a bitmap (or the second render target) via the view.bmap parameter.

now comes the actual glow. theoretically you need a7 for that, if you've strong directx coding skills then it should be no problem for you anyways. assign a fragment shader to your rendered image with the glowing parts. gaussian blur in a horizontal and a vertical part (since it's a convolution) for example, or poisson blur. at last you blend your second image over your normal render, either by another fragment pogram or - far more easily - by using the camera.stage render chain stuff.

if you're searching the shader forums you'll even find some finished glow or bloom shaders. you can then see how it's realized in detail.

joey.

edit: you need three or four effects or fx files for glow.

Last edited by Joey; 05/29/08 08:26.