[QZDoom] Make postprocessing shaders work in...

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Expand view Topic review: [QZDoom] Make postprocessing shaders work in...

Re: [QZDoom] Make postprocessing shaders work in...

by drfrag » Sat Aug 04, 2018 2:47 pm

Thanks, i've tried gamma2 and it doesn't work. I guess this requires merging the hw_postprocess branch.
Reverting...

Re: [QZDoom] Make postprocessing shaders work in...

by Rachael » Sat Aug 04, 2018 2:15 pm

Try something from here.

Re: [QZDoom] Make postprocessing shaders work in...

by drfrag » Sat Aug 04, 2018 2:12 pm

I've just merged this into the legacy branch. How could i test it?

Re: [QZDoom] Make postprocessing shaders work in...

by Rachael » Sat Aug 04, 2018 1:58 pm

Seems like this was added.

Re: [QZDoom] Make postprocessing shaders work in...

by Marisa the Magician » Tue Jan 23, 2018 3:08 pm

Sorry for this gigantic bump but... is this still doable?

Re: [QZDoom] Make postprocessing shaders work in...

by Rachael » Mon Jul 03, 2017 11:32 am

This idea has been tossed around before. If we do this I think the other post-processing shaders should be enabled, as well.

[QZDoom] Make postprocessing shaders work in...

by Gutawer » Mon Jul 03, 2017 11:20 am

... software when the canvas is set to OpenGL.

Currently postprocessing shaders only work on OpenGL rendering mode, I was told it's possible to make them work with Software mode with an OpenGL canvas, and to make a feature suggestion for it, so here it is.

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