Thanks for the ideas guys!
I think I've come up with a good compromise. The glowfx will be on by default, but I've implemented my idea of dynamically reducing the 'glow' camera's render range as FPS drops and this works very well. A final tweak is to fade out the 'glow' quad that's in front of the main cam just before the glow fx is switched off - stops the glow fx appearing to flicker off/on abruptly.
The issue now is that a player may think 'I turned glow on but it doesn't seem to be showing on-screen?'
So perhaps just separate the glow into three options - off, on, dynamic and have a little pop up message to explain the difference.
RossC
Yep - using Tom's DX7Test.dll - rendertotexture.
Again, I wish Blitz3d was faster. It's got a lot of good points and flexibility, but it's looking increasingly clunky and archaic compared to other options (Unity/).
I think I've come up with a good compromise. The glowfx will be on by default, but I've implemented my idea of dynamically reducing the 'glow' camera's render range as FPS drops and this works very well. A final tweak is to fade out the 'glow' quad that's in front of the main cam just before the glow fx is switched off - stops the glow fx appearing to flicker off/on abruptly.
The issue now is that a player may think 'I turned glow on but it doesn't seem to be showing on-screen?'
So perhaps just separate the glow into three options - off, on, dynamic and have a little pop up message to explain the difference.
RossC
Yep - using Tom's DX7Test.dll - rendertotexture.
Again, I wish Blitz3d was faster. It's got a lot of good points and flexibility, but it's looking increasingly clunky and archaic compared to other options (Unity/).