if you want to use dark shader full screen effects, and if you use a set display mode command somewhere in the beginning of anything doesnt matter what the resolution is, any full screen shader will get messed up.
remove the display mode command from the below code and use the bloom shader in your snippets folder
Sync On : Sync Rate 60
Autocam Off
set display mode 640, 480, 32
Make Object Cube 1, 50 : Position Object 1, 0, 0, 200
Make Camera 1 : Color Backdrop 1, Rgb (0,128,255)
Load Camera Effect "Bloom.dbs", 1, 0
Set Camera Effect 1, 1, 10
Make Object Plain 2, 2, 2, 1
Load Effect "quad.fx", 2, 0
Set Object Effect 2, 2
null = make vector4(1)
set vector4 1, 640, 480, 0, 0
set effect constant vector 2, "ViewSize", 1
null = delete vector4(1)
texture object 2,0,10
set object mask 2, %01
Make Object cube 10, 50 : Position Object 10, 0, 50, 200
rem Main loop
do
sprite 1, 0, 0, 10
size sprite 1, 128, 128
rem Rotate object
yrotate object 1,a : inc a
`
rem Render scene camera (which produces our bloom)
`sync camera 1
`sync mask %01 : sync
cax# = WrapValue(cax# + mousemovey()) : cay# = WrapValue(cay# + mousemovex())
Rotate Camera 0, cax#, cay#, 0.0
If MouseClick()=1 Then Move Camera 0, 10
If MouseClick()=2 Then Move Camera 0, -10
Position Camera 1, Camera Position X(0), Camera Position Y(0), Camera Position Z(0)
Rotate Camera 1, cax#, cay#, 0.0
Position Object 2, Camera Position X(0), Camera Position Y(0), Camera Position Z(0)
sync camera 1
`sync mask %01
sync
Loop
End
EDIT:
Oh, however i found a command called "reload display pointer" which if you use after setting the new display mode, everything works.
Somebody has to mention about these kinda stuff.
There is always one more imbecile than you counted on.