If you're going to post code samples, how about posting one that actually implements what is being discussed?
Seriously, Tei - point out where in that code you posted any bloom effect is applied.
It looks like you just googled for 'opengl bloom' and posted in the first arbitrary bit of code on the page without having the faintest clue what you are talking about.
However, if you really want to see what bolting a bloom effect onto the end of the rendering pipeline might look like, it's actually not too hard.
Here I used Quartz Composer to run a minecraft and a bloomed-minecraft side by side.
(the video starts out with encoding artifacts but gets better)
Really the bloom needs to be applied only to lights or brightly lit geometry in the scene, as a full scene effect you get annoyances like sheep blooming and the HUD blooming. To do it correctly would really require a little more than just post-processing the frame buffer.
Edit: A simplistic bloom filter can be made by enlarging objects that should have bloom in a frame buffer object, then down sampling to original size with a simple filter.
Here's an interesting explanation: http://prideout.net/archive/bloom/
Really? Someone posted links to bloom filters (related to data, not visuals). Someone asked why a bloom effect isn't the same as a bloom filter. dancrum explained. You questioned his explanation when if you had checked the links, you would realize he/she was absolutely right.
You are confusing the issue further - bloom filters (data-related) are not helpful. Trying to say that they are is not helpful. Time to let it go and get back to topic.
For theory, I took a screenshot of it, and layered a gaussian blur(plus a few extra's. enhanced the lighting...more like radiosity.)
The solution to the overbright is to average the lighting values of the surrounding 5x5x5 squares. Balance the lighting based on that(i.e. adjust the brightness of the environmental lighting...bloom tends to brighten the image, so it would be offset). The problem lies in the fact that a gaussian blur is expensive...there is a fast blur someone made. The other option is to down scale and bilinear(triliniear) rescale it, it will naturally blur at a much cheaper hardware cost.
I know this is probably a dead topic by now, but I was trying to find if an actual released mod of bloom had been made and stumbled upon this topic.
I think this looks great. The 'Ambient Occlusion' mod didn't make much of a difference graphically but it was still a pleasant improvement, and was integrated into the actual game. I don't see why this couldn't potentially added as well. Don't like it? Turn it off. I think having different shader options is just another way for the player to customize their experience
This is the kind of bloom effects I would like. If you have ever been at a hotel on the beach in the morning it looks EXACTLY like this. And it is blinding to open the door to outside. If there was ever a mod or texture pack like this I would so use it.
Even if someone could mod in bloom, why would you? Part of Minecraft's charm is its simple graphics. Adding an overused "I just smeared vaseline in my eyes and am staring into the sun" effect will just be incredibly out of place.
Radiosity, being what you're probably intending, traditionally took days to bake into regions. A real-time bake, with the fastest radiosity calculations, takes several minutes. Therefore, the only way to realistically play Minecraft with the sort of radiance you're looking for, is to play a pre-made map and not touch anything :biggrin.gif: