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Antialiasing Problem #143581
07/26/07 15:49
07/26/07 15:49
Joined: Sep 2005
Posts: 274
Switzerland - Zurich
zwecklos Offline OP
Member
zwecklos  Offline OP
Member

Joined: Sep 2005
Posts: 274
Switzerland - Zurich
Hi Fellows,
Im trying to use a pp effect with A704.
As soon as I activate antialiasing (d3d_antialias) the things become horrible.

I've used a very similar pp effect under A6 with directly activated antialiasing through the graphic-card settings and I had no problems.

Also under A7, when I set the antialiasing through the graphic card
settings (nvidia) everything works fine.

Here a pic with antialiasing activated (var d3d_antialias = 9;).



Here a pic with my effect and no antialiasing (the effect and its behaviour is not finished yet).


Here a pic with my effect and antialiasing activated (var d3d_antialias = 9;).


Why doesnt my post-processing effect work anymore when I use the "d3d_antialias" instruction to activate antialiasing?

Does anyone else had the same problem and know a work-around?

Kind regards

Zwecklos

Last edited by zwecklos; 07/26/07 16:07.
Re: Antialiasing Problem [Re: zwecklos] #143582
07/26/07 18:50
07/26/07 18:50
Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
sPlKe Offline
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sPlKe  Offline
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Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
a7 has antialiasing? damn why not a6?

Re: Antialiasing Problem [Re: sPlKe] #143583
07/26/07 19:45
07/26/07 19:45
Joined: Sep 2005
Posts: 274
Switzerland - Zurich
zwecklos Offline OP
Member
zwecklos  Offline OP
Member

Joined: Sep 2005
Posts: 274
Switzerland - Zurich
Heya Spike,
Yes A7 does support antialiasing, but I guess it is still beta/experimental-status.
I hope there will be an update which is fixing up the post processing things.

Or maybe I do something wrong?

Re: Antialiasing Problem [Re: zwecklos] #143584
07/26/07 20:41
07/26/07 20:41
Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
sPlKe Offline
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sPlKe  Offline
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Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
the only thing that keeps me from buying A7 is that there is no bsp below the pro edition..
but i enjoy working with blocks as long as the shadows are so ugly...

Re: Antialiasing Problem [Re: sPlKe] #143585
07/27/07 10:58
07/27/07 10:58
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
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ello  Offline
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Posts: 8,939
planet.earth
does it happen with other settings , too? say 4 for example?

and maybe this can help you if you put a line into your shader pass

like MultiSampleAntialias = 0;


Last edited by ello; 07/27/07 21:56.
Re: Antialiasing Problem [Re: ello] #143586
07/27/07 11:53
07/27/07 11:53
Joined: Sep 2005
Posts: 274
Switzerland - Zurich
zwecklos Offline OP
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zwecklos  Offline OP
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Joined: Sep 2005
Posts: 274
Switzerland - Zurich
Hi Ello,
Thanks, I will try it out at this weekend. Yes, the error looks cool anyway but Im afraid, I cant use it in this way.

Sorry I dont know how long it actualy needs to render those lights but I will ask my 3D designer aka Sinnlos

cheers and thanks again.

Zwecklos

Edit:
Sorry Ive forgot to mention that the error is always there no matter what aa settings I use (2x, 4x, 8sx, 9x).

Last edited by zwecklos; 07/27/07 11:55.
Re: Antialiasing Problem [Re: zwecklos] #143587
07/27/07 11:57
07/27/07 11:57
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
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ello  Offline
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Joined: Oct 2002
Posts: 8,939
planet.earth
when i come home i'll check aswell, at least if it gives out an error, since i am away from any hightech the last week:) i am going to lay at the sunny beach of fehmarn and have a nice time with my wife and children

zwecklos, i edited the above post. its MultiSampleAntialias = 0;

Last edited by ello; 07/27/07 21:57.
Re: Antialiasing Problem [Re: ello] #143588
07/30/07 10:09
07/30/07 10:09
Joined: Sep 2005
Posts: 274
Switzerland - Zurich
zwecklos Offline OP
Member
zwecklos  Offline OP
Member

Joined: Sep 2005
Posts: 274
Switzerland - Zurich
Hi Ello,
I hope you enjoy your holydays. I wish I could hang out a bit at a beach as well
For your hint with MultiSampleAntialias = 0;, Im afraid it didnt work.
I still have this strange behaviour when I use d3d_antialias.

I have no clue what it is responsible for that weird problem. Especialy because I can activate aa trough my card settings and everything is fine.
But I need this antialiasing feature!

cheers

zwecklos

Re: Antialiasing Problem [Re: zwecklos] #143589
10/09/07 22:31
10/09/07 22:31
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Posts: 4,771
Bay City, MI

well i did talk to him anyways and heres a quote of the convo:

Quote:



lostclimategames> well my question is, when talking about the buffers there is a note that you cant copy any buffer except the front buffer for a screenshot when AA is on
<lostclimategames> now the 3d game engine ive been using has issues with postprocessing when aa is turned on and i thought it might have something to do with it
<lostclimategames> i just wanted to know if i had read that right
<adam> Right, the rules on this have changed somewhat in later versions of the 9.0 SDK, but yes, antialiasing causes some pretty significant problems when you want access to the frame buffer contents
<adam> let me just grab the SDK docs a second, there is a pretty good quote if I recall...
<lostclimategames> since im not expirienced what should i tell the person making it
<lostclimategames> heres a link to the site
<lostclimategames> that is talking about it
<lostclimategames> http://www.coniserver.net/ubbthreads/showflat.php/Cat/0/Number/774857/an/0/page/0#Post774857
<adam> ok thanks, let me I'll take a quick look....
<adam> Sorry for the delay, Just bear with me a moment, I'm discussing your point with a colleague
<lostclimategames> alright thanks
<fuzzlog> hey lost, which book is this you are talking about in the game studio forum?
<lostclimategames> the textbook has a note about it when talking about buffers
<lostclimategames> i think near the text about the difference between swapping and blitting
<fuzzlog> is this the GP1 book(PDF)?
<lostclimategames> yeah
<adam> Ok, I think I have all the cases nailed down here.
<lostclimategames> cool
<adam> Yes, the only real way to do this is to copy it out of the texture into a non AA surface
<adam> the only method in D3D which supports downsampling of multisampled surfaces is StretchRect
<lostclimategames> so is that what i should tell them?
<adam> Realistically, you have to make a copy of the rendertarget surface (the one that has multisampling applied) using StretchRect -- which will downsample the data -- into a non multisample render target texture
<adam> from this point, it can then be applied via SetTexture and mapped to his screen space quad as usual, to run his post-processing pixel shader
<lostclimategames> all right ill probably directly quote that if you dont mind
<adam> In earlier versions of DX9, I don't believe (although I could be misremembering) that even StretchRect did not support the downsampling of multisampled render targets to non-multisampled, so you were ultimately stuck....
<adam> Sure, hopefully I'm covering all bases there It's a little difficult to tell without understanding all aspects of what it is they are trying to achieve
<adam> but I'm pretty certain that StretchRect is the only way to go here
<fuzzlog> other than taking a snapshot, what would be the purpose of accessing the FrontBuffer?
<lostclimategames> post processing effect
<lostclimategames> you take that surface and run it thru a pixel shader for bloom, hdr etc
<adam> although, these days you would just capture the contents of the frame buffer
<lostclimategames> also you can use it for reflections
<adam> (or at least the "current" render target, which does not necessarily have to be the buffer currently in the swap chain)
<adam> it's used primarily with pixel shaders fuzzlog
<adam> for accessing previously rendered data
<fuzzlog> oh, ok. I've seen that done on the latest DX SDK samples
<adam> as lostclimate mentioned, reflections, deferred rendering/lighting, post-processing, HDR etc.
<adam> no doubt someone will come out and directly contradict me on that thread with an approach I haven't thought of
<lostclimategames> lol, that is how it works
<lostclimategames> you seem to know how a forum works
<fuzzlog> speaking naively here.... if it's a buffer (Front buffer) it must mean that its an array of data (pixel i presume) so it should be able to be retrieved and messed with right?
<adam> Right, albeit one which exists purely on the graphics adapter
<adam> rather than in local memory
<fuzzlog> oh, ok...blah, blah, blah "reading data from video memory bad!!!!" I remember
<adam> yes The trick is trying to get the hardware to bend to your will without ever touching the CPU








edit: oops, wrong thread

Last edited by lostclimate; 10/10/07 01:11.
Re: Antialiasing Problem [Re: zwecklos] #143590
10/10/07 06:58
10/10/07 06:58
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
Senior Expert
ello  Offline
Senior Expert

Joined: Oct 2002
Posts: 8,939
planet.earth
hey, zwecklos, its a problem with d3d_antialias settings. jcl is about to take care (i hope)

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