Separate filtering options for 2D-HUD and 3D-view

Tue Sep 14, 2021 10:51 am

I would like to have the option to have point filtering for the 2D-graphics, like the HUD and text messages(I dislike the way filtering "smudges" the fonts and ammo-counts) and still have advanced filtering options for the 3D-graphics.

Maybe even have the filtering options for textures and sprites, separated too.

(This suggestion goes for both GZDoom and Raze) :)

Re: Separate filtering options for 2D-HUD and 3D-view

Tue Sep 14, 2021 9:04 pm

On the other hand, I would have actually liked a way to have filtering only for the 2D layer - I'm aware of at least one other person who would like this too - justification is that for high res 2D assets and fonts, filtering actually enhances the look (uneven/dirty pixels look bad for high res 2D assets).

We were discussing the possibilities of adding a DTA_Filtering or something like that to specifically have certain 2D stuff be drawn with filtering enforced.

But OP's suggest is also valid - for low res and blocky 2D assets, sometimes it is best to leave them completely unfiltered, but still have the 3D world filtered, I know of exactly 2 games that indeed have this look - Unreal 1/Tournament and Deus Ex 1.

It's worth to think about how best approach this for best flexibility for all use cases...

Re: Separate filtering options for 2D-HUD and 3D-view

Tue Sep 14, 2021 11:10 pm

I would prefer this because the way GZDoom treats Project Absentia's HUD is a bit hideous, especially with higher res assets and fonts.

Re: Separate filtering options for 2D-HUD and 3D-view

Thu Sep 16, 2021 2:13 am

This would definitely be handy, as I currently have to do that using shaders that emulate bilinear/nearest filtering (which doesn't always look right).