NormalNx Hi-Res texture scaling

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Expand view Topic review: NormalNx Hi-Res texture scaling

Re: NormalNx Hi-Res texture scaling

by Rachael » Mon Sep 24, 2018 8:08 am

So yeah, the more I play this the more I realize I really cannot have my GZDoom experience without it. I never liked any of the other hi-res scaling modes, and turning off filtering completely has its own complete slew of issues, not the least of which the majority GPU calculations seem to have been made with the thought very early on that linear filtering would almost always be active for most games. This really solves a lot of issues with both.
drfrag wrote:What about this one? I think it should go in first. I could disable 5x and 6x modes in the legacy build.
https://github.com/coelckers/gzdoom/pull/530
It REALLY doesn't matter which order they're put in. It's just that whichever submission is merged last will have to renumber their options. Really not a big deal.

If needed, I can merge both of these together, manually, and do that, myself.

Re: NormalNx Hi-Res texture scaling

by drfrag » Sun Sep 23, 2018 7:53 am

What about this one? I think it should go in first. I could disable 5x and 6x modes in the legacy build.
https://github.com/coelckers/gzdoom/pull/530

Re: NormalNx Hi-Res texture scaling

by Graf Zahl » Sun Sep 23, 2018 7:07 am

Yes, although someone should eventually consolidate all the helper functions into one template, but that's not really a big issue.

Re: NormalNx Hi-Res texture scaling

by Rachael » Sun Sep 23, 2018 6:31 am

The reason why I didn't do it is because I really didn't think of that. :(

Is this better? https://github.com/coelckers/gzdoom/pull/587/files

Re: NormalNx Hi-Res texture scaling

by Graf Zahl » Sun Sep 23, 2018 6:18 am

Why aren't you just using a regular function where size is a parameter? This doesn't really look like something where making it constant and compile the code multiple times will pay off.

NormalNx Hi-Res texture scaling

by Rachael » Sun Sep 23, 2018 5:58 am

https://github.com/coelckers/gzdoom/pull/593

Did as a pull request in case there's an issue with me using #define to template the function, since I don't know how to use real templates.

The reason this is useful is because it allows to use Linear filtering on textures, with all the benefits of that, but preserves Doom's original pixelated look. The neighbor scaling does, needless to say, have issues on OpenGL, so this is to help everything look better.

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