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| Pixel halfing problem with PSS; Never mind promlem solved | |
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| Tweet Topic Started: Apr 25 2009, 03:42 PM (314 Views) | |
| luenardi | Apr 25 2009, 03:42 PM Post #1 |
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Cofee Machines Rock
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It seems with each post screen shader i add my output render is halfed. causing the final render to look shite. 1280x1024 super bloom = divide 2 warp = divide 2 == 320 x 256 "that makes it pointless to use pss's, since with each addtional pps my picture quality gets worse" pisses me off please help! I have noticed this before, has anyone found a fix for this? ............................................................................... Ok i just found out that i must apply nearest point filtering for the first texture stage... How the hell do i do that?.. or is this enabled by default in the tech_demo? Edited by luenardi, Apr 25 2009, 04:19 PM.
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![]() For your perception no. But my universe has no such limits. www.recall.co.nr | |
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| Dr. Best | Apr 25 2009, 03:52 PM Post #2 |
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Administrator
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My suspect is that it is caused by a too low precision of the pixel shader registers, which are used for texture coordinates. In pixel shader model 1.0 only a lousy 8-bit precision is guaranteed. Dependent on the graphics device and its driver it can be more, but it does not have to. This explains, why it happens only on some systems. I do not know about any fix. Luckily I never had such problems with the PSS system of Ultimate 3D 3.0 .Skarik may know some workaround as he has been struggling with this for quite a while. Edit: Have a look at SetPSSFilter(...) in the documentation. |
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| luenardi | Apr 25 2009, 04:20 PM Post #3 |
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Cofee Machines Rock
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Thanx doc.. FIXED
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![]() For your perception no. But my universe has no such limits. www.recall.co.nr | |
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| ashrat3000 | Apr 25 2009, 09:25 PM Post #4 |
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u3d raytracer
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Off to the list. |
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그대를 사랑해 | |
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| skarik | Apr 25 2009, 10:06 PM Post #5 |
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kitten eating scum
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Ooh, nice find. |
| Blog|EHS | |
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| Eansis | May 4 2009, 03:43 AM Post #6 |
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ghost
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This would explain many things. |
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10:20 AM Jul 11