Trilinear + NormalNx produces blurry camera textures

Bugs that have been investigated and resolved somehow.

Moderator: GZDoom Developers

Forum rules
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
User avatar
Nash
 
 
Posts: 17283
Joined: Mon Oct 27, 2003 12:07 am
Twitch ID: nashmuhandes
Github ID: nashmuhandes
Location: Kuala Lumpur, Malaysia

Trilinear + NormalNx produces blurry camera textures

Post by Nash »

When using Trilinear filtering combined with NormalNx, it seems that the camera texture stays blurry like as if there's no NormalNx applied.
You do not have the required permissions to view the files attached to this post.
dpJudas
 
 
Posts: 2861
Joined: Sat May 28, 2016 1:01 pm

Re: Trilinear + NormalNx produces blurry camera textures

Post by dpJudas »

Camera textures cannot apply those upscalers as they are CPU-side and camera textures are strictly GPU-side.

While I agree that it isn't ideal visually, there's little there can be done here without porting over all the upscalers gzdoom has to GLSL shaders.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 47995
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Trilinear + NormalNx produces blurry camera textures

Post by Graf Zahl »

For camera textures I'd always advise to create them in higher resolution than map units - 4x at least.
Aside from that, nothing that can be done. Redoing the scalers in GLSL would be quite the performance killer on anything but high end hardware.
User avatar
Nash
 
 
Posts: 17283
Joined: Mon Oct 27, 2003 12:07 am
Twitch ID: nashmuhandes
Github ID: nashmuhandes
Location: Kuala Lumpur, Malaysia

Re: Trilinear + NormalNx produces blurry camera textures

Post by Nash »

Yeah, creating a higher res canvas does reduce the "bug" somewhat. I'll accept that as a limitation.

Return to “Closed Bugs”