Hi fellows and dear community members!
A long time ago I had some problems using post process effects (like bloom) in combination with Anti-Aliasing.
Those pp-effects were using a quad (a transparent panel layed over the camera view) to realize effects like bloom-blur.
The delivered Lite-C bloom-blur script which came with A7 uses a diffrent technique.
I started to migrate my scripts to Lite-C, Im doing well so far and I was hoping that my problems with Anti Aliasing and the technique from A7 are gone then.
So I was to optimistic in that case and I still have the same problem.
Does anyone of you fellows using "d3d_antialias" to activate Anti-Aliasing by script and also using a post processing effect? If yes, what is your system spec.?
Here are my results:
scene without bloom-blur and no Anti-Aliasing
scene without bloom-blur and "d3d_antialias = 9;" (you can see the AA effect on the edges of the door for example)
scene with bloom-blur and no Anti-Aliasing:
scene with bloom-blur and Anti-Aliasing:
Its exact the same strange behaviour I had with A6 and C-Script.
Does anyone know what Im doing wrong? or anyone out there using "d3d_antialias" with a post-processing effect?
here my Lite-C code:
////////////////////////////////////////////////////////
// bloom.c
////////////////////////////////////////////////////////
MATERIAL* mtlBloom =
{
effect = "pp_bloom.fx";
//flags = AUTORELOAD;
}
VIEW* viewBloom =
{
material = mtlBloom;
flags = PROCESS_TARGET;
}
///////////////////////////////
function main()
{
camera.stage = viewBloom;
video_mode = 8;
video_screen = 1;
video_depth = 32;
d3d_antialias = 9;
...
..
.
here the fx file:
Texture TargetMap;
sampler2D g_samSrcColor = sampler_state { texture = <TargetMap>; MipFilter = Linear; };
float4 vecViewPort;
float4 vecSkill1;
float4 postprocessing_bloomblur( float2 Tex : TEXCOORD0 ) : COLOR0
{
float facBlur = vecSkill1.x/20.;
float4 Color = tex2D( g_samSrcColor, Tex.xy);
Color += tex2D( g_samSrcColor, Tex.xy+vecViewPort.zw*facBlur);
Color += tex2D( g_samSrcColor, Tex.xy+vecViewPort.zw*facBlur*2);
Color += tex2D( g_samSrcColor, Tex.xy+vecViewPort.zw*facBlur*3);
return Color / 2.;
}
technique PostProcess
{
pass p1
{
AlphaBlendEnable = false;
VertexShader = null;
PixelShader = compile ps_2_0 postprocessing_bloomblur();
}
}
Im using A7.07 Pro
Does anyone have an idea on that issue?
cheers
Zwecklos