Welcome Guest [Log In] [Register]
We hope you enjoy your visit.


You're currently viewing the Ultimate 3D Community as a guest. This means that you can only read posts, but can not create posts or topics by yourself. To be able to post you need to register. Then you can participate in the community active and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free.

Join our community!

If you are already a member please log in to your account to access all of our features:

Username:   Password:
Add Reply
pss on DrawTex; too lazy
Topic Started: Apr 25 2009, 07:47 AM (736 Views)
ashrat3000
Member Avatar
u3d raytracer
[ *  *  *  *  *  * ]
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.

그대를 사랑해


Offline Profile Quote Post Goto Top
 
skarik
Member Avatar
kitten eating scum
[ *  *  *  *  *  * ]
Use Photoshop.


Why would you need this?
Blog|EHS
Offline Profile Quote Post Goto Top
 
ashrat3000
Member Avatar
u3d raytracer
[ *  *  *  *  *  * ]
I need to blur a render target, but i need the DrawTex calls blurred too.

그대를 사랑해


Offline Profile Quote Post Goto Top
 
skarik
Member Avatar
kitten eating scum
[ *  *  *  *  *  * ]
Then blur your textures externally. It will be faster.

That's the only thing I can think of.
Blog|EHS
Offline Profile Quote Post Goto Top
 
Reikyrr
Forum God
[ *  *  *  *  *  * ]
He wants to blur a render target, You cant have the blur preblurred as the render target will be rendered real time.
kill excuse me if I'm wrong
Edited by Reikyrr, Apr 25 2009, 02:50 PM.
~Inspirational quote~
Offline Profile Quote Post Goto Top
 
luenardi
Member Avatar
Cofee Machines Rock
[ *  *  *  *  *  * ]
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?
Posted Image

For your perception no.
But my universe has no such limits.


www.recall.co.nr
Offline Profile Quote Post Goto Top
 
skarik
Member Avatar
kitten eating scum
[ *  *  *  *  *  * ]
It's cheaper to blur the textures first.
Blog|EHS
Offline Profile Quote Post Goto Top
 
luenardi
Member Avatar
Cofee Machines Rock
[ *  *  *  *  *  * ]
"unless you blur the textures first."

i rest my case
Posted Image

For your perception no.
But my universe has no such limits.


www.recall.co.nr
Offline Profile Quote Post Goto Top
 
ashrat3000
Member Avatar
u3d raytracer
[ *  *  *  *  *  * ]
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.

그대를 사랑해


Offline Profile Quote Post Goto Top
 
skarik
Member Avatar
kitten eating scum
[ *  *  *  *  *  * ]
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
Offline Profile Quote Post Goto Top
 
ashrat3000
Member Avatar
u3d raytracer
[ *  *  *  *  *  * ]
skarik
Apr 25 2009, 10:07 PM
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.
Hmm.

-goes off to do some speed tests-

그대를 사랑해


Offline Profile Quote Post Goto Top
 
ashrat3000
Member Avatar
u3d raytracer
[ *  *  *  *  *  * ]
erm, I'm going to need more than 2400 primitives (or whatever number that was)

Dammit.

그대를 사랑해


Offline Profile Quote Post Goto Top
 
skarik
Member Avatar
kitten eating scum
[ *  *  *  *  *  * ]
ashrat3000
Apr 25 2009, 11:04 PM
erm, I'm going to need more than 2400 primitives (or whatever number that was)

Dammit.

Well, your limit is 65000 or something like that.
Blog|EHS
Offline Profile Quote Post Goto Top
 
Dr. Best
Member Avatar
Administrator
[ *  *  *  *  *  * ]
skarik
Apr 26 2009, 12:55 AM
ashrat3000
Apr 25 2009, 11:04 PM
erm, I'm going to need more than 2400 primitives (or whatever number that was)

Dammit.

Well, your limit is 65000 or something like that.
For future reference, here is the full list of ugly and unnecessary limits in Ultimate 3D 2.1:
Code:
 
// This enumeration contains the maximum indices +1 for the different object types
enum MAXIMUM_INDEX{
IMAX_CAMERA=32,
IMAX_PORTAL=3000,
IMAX_ROOM=2000,
IMAX_MODEL=1500,
IMAX_OBJECT=15000,
IMAX_PRIMITIVE=25000,
IMAX_GROUP=2500,
IMAX_TERRAIN=100,
IMAX_LIGHT=100,
IMAX_FONT=100,
IMAX_PSS=100,
IMAX_PARTICLE_SYSTEM=1000
};


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.
Offline Profile Quote Post Goto Top
 
ashrat3000
Member Avatar
u3d raytracer
[ *  *  *  *  *  * ]
Quote:
 
IMAX_PRIMITIVE=25000,
Well, I was only 22600 off.
But thats still not enough :P

320*240 = 76800
And thats a medium resolution.


그대를 사랑해


Offline Profile Quote Post Goto Top
 
Go to Next Page
« Previous Topic · Questions about Ultimate 3D · Next Topic »
Add Reply