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
Pixel halfing problem with PSS; Never mind promlem solved
Topic Started: Apr 25 2009, 03:42 PM (314 Views)
luenardi
Member Avatar
Cofee Machines Rock
[ *  *  *  *  *  * ]
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.
Posted Image

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


www.recall.co.nr
Offline Profile Quote Post Goto Top
 
Dr. Best
Member Avatar
Administrator
[ *  *  *  *  *  * ]
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 :D .

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.
Offline Profile Quote Post Goto Top
 
luenardi
Member Avatar
Cofee Machines Rock
[ *  *  *  *  *  * ]
Thanx doc.. FIXED :D
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
[ *  *  *  *  *  * ]
Quote:
 
Luckily I never had such problems with the PSS system of Ultimate 3D 3.0 :D .
Off to the list.

그대를 사랑해


Offline Profile Quote Post Goto Top
 
skarik
Member Avatar
kitten eating scum
[ *  *  *  *  *  * ]
ashrat3000
Apr 25 2009, 09:25 PM
Quote:
 
Luckily I never had such problems with the PSS system of Ultimate 3D 3.0 :D .
Off to the list.

Ooh, nice find.
Blog|EHS
Offline Profile Quote Post Goto Top
 
Eansis
Member Avatar
ghost
[ *  *  *  *  *  * ]
This would explain many things.
VOTE FOR BUDDY ROEMER HE'S A STRAIGHTFORWARD, DOWN TO EARTH AMERICAN GUY WHO ISN'T PART OF THE BIGBROTHER CONSPIRACY

Til'c
 
Things will not calm down Daniel Jackson. They will infact calm up.
Offline Profile Quote Post Goto Top
 
« Previous Topic · Questions about Ultimate 3D · Next Topic »
Add Reply