![]() ![]() At the very last step in the render process, the glow image is overlaid onto the main image with additive blending. But this convolution is generated in different ways in Hexels 2.0 and 2.5. So for every hexagon (or triangle) you drew, the glow image would be repeated a single time: Old-school glow from Hexels 2.0 Hexels 2.0 (and earlier) drew glow per-hexagon. The target-symbol glow is one of my favorites: Target glow in Hexels 2.0 This produced a nice aura, and if you switched out the default glow and put in your own glow shape (called a “kernel”, in image processing terms), you could get some really neat effects. Painting with glow patterns like this would yield really neat, stylized pictures. The glow image could only be affected by the actual colors of the Hexels. Things like outlines, textures, and image cels had no glow of their own. We were able to get image layers to occlude glow, but it was becoming clear that per-Hexel glow would need to eventually be re-thought. Hexels 2.5 changed a lot in terms of how the graphics pipeline in Hexels worked. Things like post-effects, layer transforms, and blending modes meant that a hexel’s color, position, or shape could change. ![]() It no longer made sense to draw glow per-hexel, so we decided to move to per-pixel glow. Hexels 2.0 had to redraw the glow image hundreds or thousands of times every frame, and this could get fairly slow sometimes. Doing this for every single pixel would have meant drawing the glow image millions of times every frame. Sure, graphics cards have gotten faster since the initial release of Hexels in 2013, but not a thousand times faster. ![]()
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