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

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

Post by Guest »

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

Post by Nash »

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

Post by SanyaWaffles »

I would prefer this because the way GZDoom treats Project Absentia's HUD is a bit hideous, especially with higher res assets and fonts.
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Marisa the Magician
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Re: Separate filtering options for 2D-HUD and 3D-view

Post by Marisa the Magician »

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).

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