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| pss on DrawTex; too lazy | |
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| Tweet Topic Started: Apr 25 2009, 07:47 AM (738 Views) | |
| ashrat3000 | Apr 25 2009, 07:47 AM Post #1 |
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u3d raytracer
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Okay, I really dont want to go through the trouble of rendering to a texture, applying the texture to a plane, and rendering in another orthogonal camera again. Just to apply a pss to my drawtex. |
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그대를 사랑해 | |
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| skarik | Apr 25 2009, 07:49 AM Post #2 |
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kitten eating scum
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Use Photoshop. Why would you need this? |
| Blog|EHS | |
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| ashrat3000 | Apr 25 2009, 07:56 AM Post #3 |
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u3d raytracer
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I need to blur a render target, but i need the DrawTex calls blurred too. |
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그대를 사랑해 | |
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| skarik | Apr 25 2009, 08:28 AM Post #4 |
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kitten eating scum
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Then blur your textures externally. It will be faster. That's the only thing I can think of. |
| Blog|EHS | |
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| Reikyrr | Apr 25 2009, 02:49 PM Post #5 |
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Forum God
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He wants to blur a render target, You cant have the blur preblurred as the render target will be rendered real time. Edited by Reikyrr, Apr 25 2009, 02:50 PM.
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~Inspirational quote~ | |
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| luenardi | Apr 25 2009, 03:33 PM Post #6 |
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Cofee Machines Rock
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Nope your gona need that camera and you'll have to apply a shader unless you blur the textures first. Is it a few textures or the whole scene? |
![]() For your perception no. But my universe has no such limits. www.recall.co.nr | |
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| skarik | Apr 25 2009, 05:49 PM Post #7 |
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kitten eating scum
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It's cheaper to blur the textures first. |
| Blog|EHS | |
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| luenardi | Apr 25 2009, 06:47 PM Post #8 |
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Cofee Machines Rock
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"unless you blur the textures first." i rest my case |
![]() For your perception no. But my universe has no such limits. www.recall.co.nr | |
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| ashrat3000 | Apr 25 2009, 09:24 PM Post #9 |
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u3d raytracer
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No no. Its not the textures that I need blurring. I'm calling drawtex many times to make a low resolution image (each call being a pixel. Or five.), and I want to blur it to smooth it out. |
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그대를 사랑해 | |
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| skarik | Apr 25 2009, 10:07 PM Post #10 |
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kitten eating scum
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Oh. That. How about you NOT use draw tex and instead create a small triangle at the position. I'd bet it would be faster than what you're trying to do. |
| Blog|EHS | |
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| ashrat3000 | Apr 25 2009, 10:15 PM Post #11 |
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u3d raytracer
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Hmm. -goes off to do some speed tests- |
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그대를 사랑해 | |
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| ashrat3000 | Apr 25 2009, 11:04 PM Post #12 |
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u3d raytracer
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erm, I'm going to need more than 2400 primitives (or whatever number that was) Dammit. |
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그대를 사랑해 | |
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| skarik | Apr 26 2009, 12:55 AM Post #13 |
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kitten eating scum
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Well, your limit is 65000 or something like that. |
| Blog|EHS | |
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| Dr. Best | Apr 26 2009, 01:02 AM Post #14 |
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Administrator
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For future reference, here is the full list of ugly and unnecessary limits in Ultimate 3D 2.1:
In Ultimate 3D 3.0 the (theoretical) object count limit is 4.3 billion for every object type, but the management is still significantly more efficient than the one used in Ultimate 3D 2.1. Templates FTW. |
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| ashrat3000 | Apr 26 2009, 01:46 AM Post #15 |
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u3d raytracer
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Well, I was only 22600 off. But thats still not enough ![]() 320*240 = 76800 And thats a medium resolution. |
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그대를 사랑해 | |
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