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I would suggest just making the image with a glowing effect, but if you must have it done in game then you would: 1) Render your scene or "glow objects" to texture A 2) Bind texture A, then using the horizontal shader, render a quad to texture B 3) Bind texture B, then using the vertical shader, render a quad to texture A However This requires the ...


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One possible solution would be to actually curve the terrain model. If your game/physics engine wouldn't support this while the character (I assume there is a character) is on the ground, then you could have two models, one with curvature and one without, which you could switch between based on some sort of altitude threshold (supposedly the curvature of the ...


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You were pretty much looking for the same thing I was, and I also found a solution using GLSL. I answered my own question here - GLSL 2D Silhouette - It's done using libGDX, but the solution should be adaptable to any engine with the same capabilities.


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I solved it! Here is the process I followed: Render Lower Tiled Map Layers Render Entities Render Upper Tiled Map Layers Render Upper Tiled Map Layers to stencil buffer Render Entities using the stencil buffer with a simple color fragment shader The code. Rendering the upper map layer: // Render the top map layer normally renderer.render(layerIndeces); ...



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