I'm working on a game and engine as I go under OpenGL.
I've had a bloom effect in place for a while that works as a post-procesing effect on the entire screen. It's been fine up until now.
I have an object that is made up of a few meshes, and one of these meshes is mostly white. The result is it blooms like crazy, but I really don't want it to.
The only way around it I can see is that the objects I do want to have bloom would need to be rendered to a bloom-framebuffer from which I can bloom (and store the depths) to then mix back in with the rest of my scene.
Is this the only way to go about it? It seems like a lot of work to simply isolate something from a screen-wide affect.