by Gez » Thu Sep 27, 2012 8:01 am
Nash wrote:GZDoom has one fuzzy rendering mode (via OpenGL shaders) that makes the size of the pixelated fuzziness equivilent to a 320x200 screen, regardless of the user's video mode.
Unfortunately, not really. It divides the source image in a number of "pixels" which are independent of the source image's actual number of texels. The value used works well enough for spectres, but if you were to, for example, put a fuzzy health bonus and a fuzzy spidermastermind in the same room, you'd quickly notice the problem.
I haven't figured out how to get the image's actual texel dimensions in shader language. It uses a system where the coordinates always range from 0.0 to 1.0.
[quote="Nash"]GZDoom has one fuzzy rendering mode (via OpenGL shaders) that makes the size of the pixelated fuzziness equivilent to a 320x200 screen, regardless of the user's video mode.[/quote]
Unfortunately, not really. It divides the source image in a number of "pixels" which are independent of the source image's actual number of texels. The value used works well enough for spectres, but if you were to, for example, put a fuzzy health bonus and a fuzzy spidermastermind in the same room, you'd quickly notice the problem.
I haven't figured out how to get the image's actual texel dimensions in shader language. It uses a system where the coordinates always range from 0.0 to 1.0.