Andrettin Posted November 30, 2015 Report Share Posted November 30, 2015 I think for our game's detail FXAA is slightly too on the blurry side. We have many very small details everywhere that get blurred. SMAA looks like it would fit us better indeed.I agree, it looks a bit too on the blurry side. Quote Link to comment Share on other sites More sharing options...
gameboy Posted December 1, 2015 Report Share Posted December 1, 2015 My friend wraitii has replied to you, please take time to look at his reply. http://trac.wildfiregames.com/ticket/3640 Quote Link to comment Share on other sites More sharing options...
nikagra Posted December 5, 2015 Author Report Share Posted December 5, 2015 I've attached another patch to ticket #3640 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted December 5, 2015 Report Share Posted December 5, 2015 Thanks for that Wraitii said he would probably review it tomorow. 1 Quote Link to comment Share on other sites More sharing options...
Josh Posted December 7, 2015 Report Share Posted December 7, 2015 I've created task for thisBy the way, could you please explain why such custom preprocessor is used? According to The OpenGL® Shading Language (1.10.59) spec, all directives are supported by built-in preprocessor (no #include support for to obvious reasons). I've checked Ogre3D ssource, there is no clear explanation here alsoHello nikagra, I forget the exact reasons. However we have a highly complex graphics system and the last time someone tried to remove it, things did not go well (for partially unrelated reasons).Try asking Philip on IRC if you want the full history. Quote Link to comment Share on other sites More sharing options...
nikagra Posted December 13, 2015 Author Report Share Posted December 13, 2015 This is how edge detection in SMAA (OpenGL 2) looks like 3 Quote Link to comment Share on other sites More sharing options...
wraitii Posted December 13, 2015 Report Share Posted December 13, 2015 Looks pretty good. I've reviewed your updated patch and uploaded a slightly cleaner version for Leper to give a look at, I think you can continue with this and we'll get around to committing it. 1 Quote Link to comment Share on other sites More sharing options...
gameboy Posted December 29, 2015 Report Share Posted December 29, 2015 @nikagra: my friend, have you already realized SMAA? I am looking forward to your new patch release, please allow us all to test, let us all to see this amazing effect. Quote Link to comment Share on other sites More sharing options...
gameboy Posted January 29, 2016 Report Share Posted January 29, 2016 (edited) Has been over a month, this function is still not achieved, @nikagra: my friends, where are you, your latest work progress? Please let us see the complete implementation of this SMAA function, thank you. Edited January 29, 2016 by feneur Removed distracting formatting Quote Link to comment Share on other sites More sharing options...
av93 Posted January 29, 2016 Report Share Posted January 29, 2016 Please Gameboy, I think that there's no problem on asking about the development of things, but if he didnt answered you, don't insist. I think that bothers a little (specially on track) 3 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted January 29, 2016 Report Share Posted January 29, 2016 3 hours ago, av93 said: Please Gameboy, I think that there's no problem on asking about the development of things, but if he didnt answered you, don't insist. I think that bothers a little (specially on track) I reported his behavior. I'm tired, he always doing this. 2 Quote Link to comment Share on other sites More sharing options...
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