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...   Created on 09.08.2006 - 11:50Jump to top Quote this post Report this post Edit Delete


Look much nicer as SaL (the old AA), especially when using very high internal resolutions.

Link.

[Dieser Beitrag wurde am 06.11.2006 - 15:12 von guest aktualisiert]




Z 
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...   Created on 10.08.2006 - 23:47Jump to top Quote this post Report this post Edit Delete


Works well on my card and looks very nice!

I always hoped that some day users could enable FSAA for the OGL2 plugin. I think I read somewhere this is only possible using OpenGL 2.0 compatible video card drivers. Is this true and have such drivers already been released?

Anyway, I'm glad there is the shader option, that way we also get AA and it looks damn fine.


Let's assume Pete's plugin will support 3 passes for shaders some day. Would it be possible to combine two or more different shaders that way, using one in the first pass, another one for the second and so on...?




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...   Created on 12.08.2006 - 09:59Jump to top Quote this post Report this post Edit Delete


The next logical step in gfx. processing would be to implement nice multipass shaders for sprite games.
An arbitrary scale "shader" (working principle) isn't that important - in my oppinion, since images can be scaled to a 4x size and downsampled with very nice results. Anything greater then 4x can be gained (from 4x size) by a AA shader or with linear filtering.
Currently it's very important to focus on developing specialized shaders: AA, bloom, 2x scale, maybe 4x scale, cartoon, smart smoothing, emboss...all that can be used in multipass procedures somwhere in the future.




kanggray 



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...   Created on 17.10.2006 - 07:07Jump to top Quote this post Report this post Edit Delete


good job,man.it's a very nice shadow for me.





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Verwandte Suchbegriffe:
bloom shader | aabloom shader | opengl bloom shader | opengl bloom | aa-bloom shader | aa bloom shader | ogl2 aa shader | aa shader v2 bloom
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