Hello everyone!
I found an old demo (Away3d 3.3):
http://www.infiniteturtles.co.uk/projects/away3d/demos/NormalmappedMustang/Advanced_NormalmappedMustang.html
It uses a filter written in Pixel Bender to implement Bloom effect (blur bright spots).
source code:
http://www.infiniteturtles.co.uk/projects/away3d/demos/NormalmappedMustang/srcview/index.html
Here is how Bloom filter gets a snapshot of the scene:
bloomBitmap.bitmapData = view.getBitmapData().clone();
In 4.0 we draw the scene directly to the video card (direct mode)
But with FP11 we can render to texture and make Bloom in standard way:
1. Render to texture
2. Apply this texture to screen aligned quad
3. And render it with bloom shader
All work is done on the GPU side so it will not have much impact on FPS.
Is there something like that in the Broomstick?