Quote: "i added in the working code so you can see what i've changed"
Thanks.
Quote: "This works:"
It doesn't.
Could you fix it before I change it out of all recognition?
Edit
Sorry couldn't resist. I've fixed it. Here's the "working code" I'm using:
set display mode desktop width(), desktop height(), 32
reload display pointer
sync on : sync rate 60 : sync
autocam off
position camera 0, 0, -200
point camera 0, 0, 0
color backdrop 0
rem Make fullscreen shader camera and effect
make camera 1 : color backdrop 1,rgb(0,0,0)
load camera effect "Bloom.dbs",1,0
set camera effect 1,1,2
rem add an object to the scene
make object sphere 1, 30
rem Make fullscreen plane
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,screen width(),screen height(),0,0
`set effect constant vector 1,"ViewSize",1
set effect constant vector 2,"ViewSize",1
null = delete vector4(1)
texture object 2,0,2
do
rem Position camera to main camera location
position camera 1,camera position x(0),camera position y(0),camera position z(0)
rotate camera 1,camera angle x(0),camera angle y(0),camera angle z(0)
rem Draw fullscreen shader camera
show object 1
hide object 2
sync camera 1
show object 2
hide object 1
rem Draw main camera
sync mask %001 : sync
rem Hide fullscreen plane
hide object 2
loop
Will now check your other snippet.
Edit2
Just looked at your second snippet. When you make a new camera you need to make sure the cameras are numbered consecutively - in other words when you use camera 4, cameras 1, 2 and 3 must exist even if you don't use them. Lee says this is no longer the case but I don't think this is right in all cases (as here). Perhaps this is a side effect of the Dark Shader commands such as
set camera effect and
sync camera which Lee tends to leave alone?
Whatever the reason this works:
set display mode desktop width(), desktop height(), 32
reload display pointer
sync on : sync rate 60 : sync
autocam off
position camera 0, 0, -200
point camera 0, 0, 0
color backdrop 0
rem Make fullscreen shader camera and effect
make camera 1
make camera 2
make camera 3
make camera 4 : color backdrop 4,rgb(0,0,0)
load camera effect "Bloom.dbs",1,0
set camera effect 4,1,2
rem add an object to the scene
make object sphere 1, 30
rem Make fullscreen plane
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,screen width(),screen height(),0,0
`set effect constant vector 1,"ViewSize",1
set effect constant vector 2,"ViewSize",1
null = delete vector4(1)
texture object 2,0,2
do
rem Position camera to main camera location
position camera 4,camera position x(0),camera position y(0),camera position z(0)
rotate camera 4,camera angle x(0),camera angle y(0),camera angle z(0)
rem Draw fullscreen shader camera
show object 1
hide object 2
sync camera 4
show object 2
hide object 1
rem Draw main camera
sync mask %001 : sync
rem Hide fullscreen plane
hide object 2
loop