Hello,
I’m trying to use a BloomFilter3D in my scene ( a planet system in space ).
The scene is composed of the following objects :
- A Sphere ( the sun ) at 0,0,0.
- A PointLight at 0,0,0 which is supposed to be the light of the sun.
- Different planets that are rotating around the sun.
- A Sky-Sphere with a texture of stars ( and a scale of -1 on x so that the texture is displayed inside the sphere ).
All works perfectly, except that when i zoom in the view ( using a HoverDragController ), the BloomFilter3D seems to work only on the bottom part of the scene ( so only half of the sun is “Bloomed” ).
( I posted a picture in attachement to halp visualise the problem ).
Here are the way i coded it :
// First the import
import away3d.filters.BloomFilter3D;
// My bloom in a private var
private var mon_flou:BloomFilter3D;
// after creating the view, i create the bloom
mon_flou = new BloomFilter3D(10,10,0,.75);
// apply the filter to the view
_view.filters3d = [mon_flou];
// in an Enter_Frame, i try to update the bloomlike this
mon_flou.update(_view.stage3DProxy, _view.camera);
// event tryed to re-apply it to the view
_view.filters3d = [mon_flou];
// then i render ( still in the enter frame )
_view.render();
I tryed with Keyboard movements instead, but it was same, so it doesn’t come from the HoverDragController
changed manytimes the “threshold” parameter of the BloomFilter3D and seems it affects indeed the place of the bloom when i zoom ( more “threshold” = the part bloomed moves to bottom-right of the view ).
But i think it comes from the update. Seems it’s simply not updated because at firts, all screen is bloomed, the change comes onlywhen i move the camera.
Someone have an idea how to update filters in a good way ?
Thank you by advance!
Ps : Sorry for my bad English.