sure. After calling renderworld, modify the pixels of the backbuffer. However, this strategy is way to slow. simply writepixelfast and readpixelfast would take a while, much less additional calculation.
here are some better methods that do it differently:
http://www.blitzbasic.com/codearcs/codearcs.php?code=814 - HAven't used myself, but looks good
There's one by Arkon that is probably in the code arcs, but I couldn't find it, so here:
here are some better methods that do it differently:
http://www.blitzbasic.com/codearcs/codearcs.php?code=814 - HAven't used myself, but looks good
There's one by Arkon that is probably in the code arcs, but I couldn't find it, so here:
Global ark_blur_image, ark_blur_texture, ark_sw, ark_sh Function CreateBlurImage() ark_sw = GraphicsWidth() ark_sh = GraphicsHeight() ;Create sprite Local spr = CreateMesh(camera) Local sf = CreateSurface(spr) AddVertex sf, -1, 1, 0, 0, 0 AddVertex sf, 1, 1, 0, 1, 0 AddVertex sf, -1, -1, 0, 0, 1 AddVertex sf, 1, -1, 0, 1, 1 AddTriangle sf, 0, 1, 2 AddTriangle sf, 3, 2, 1 EntityFX spr, 17 ScaleEntity spr, 1024.0 / Float(ark_sw), 1024.0 / Float(ark_sw), 1 PositionEntity spr, 0, 0, 1.0001 EntityOrder spr, -100000 EntityBlend spr, 1 ark_blur_image = spr ;Create blur texture ark_blur_texture = CreateTexture(1024, 1024, 256) EntityTexture spr, ark_blur_texture End Function Function UpdateBlur(power#) EntityAlpha ark_blur_image, power# CopyRect ark_sw / 2 - 512, ark_sh / 2 - 512, 1024, 1024, 0, 0, BackBuffer(), TextureBuffer(ark_blur_texture) End Function