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.
NormalNx Hi-Res texture scaling
Moderator: GZDoom Developers
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49056
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: NormalNx Hi-Res texture scaling
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.
Re: NormalNx Hi-Res texture scaling
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
Is this better? https://github.com/coelckers/gzdoom/pull/587/files
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49056
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: NormalNx Hi-Res texture scaling
Yes, although someone should eventually consolidate all the helper functions into one template, but that's not really a big issue.
- drfrag
- Vintage GZDoom Developer
- Posts: 3141
- Joined: Fri Apr 23, 2004 3:51 am
- Location: Spain
- Contact:
Re: NormalNx Hi-Res texture scaling
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
https://github.com/coelckers/gzdoom/pull/530
Re: NormalNx Hi-Res texture scaling
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.
If needed, I can merge both of these together, manually, and do that, myself.
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.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
If needed, I can merge both of these together, manually, and do that, myself.