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Re: Cheap, Horrible Bloom [Re: PHeMoX] #104209
12/30/06 16:20
12/30/06 16:20
Joined: Aug 2002
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Ichiro Offline OP
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In my test case, the quad isn't actually overlaying anything -- it's the only thing being displayed on the screen (aside from pictures of a young and vibrant Bea Arthur).

However (and my knowledge of shaders is limited), wouldn't that bit of shader code be called the same number of times even if it were a smaller bitmap stretched to 1024x768?


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Re: Cheap, Horrible Bloom [Re: Ichiro] #104210
12/30/06 16:32
12/30/06 16:32
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Quote:

However (and my knowledge of shaders is limited), wouldn't that bit of shader code be called the same number of times even if it were a smaller bitmap stretched to 1024x768?



No, not if you use a smaller render target. The pixel shader is executed once for each texel in the render target. A6 then uses that render target as texture for rendering the view entity or panel, so it will do texture lookups for every screen pixel that is occupied by the view entity/panel (which happens to be 1024x768 if it is screen-alligned) from the previously created texture.

If your entity is screen alligned, several screen pixels will lookup from the same texel, so you will get blocks of screen pixels with the same color unless you use linear interpolation for your sampler (which is the default).

Re: Cheap, Horrible Bloom [Re: Excessus] #104211
12/31/06 03:22
12/31/06 03:22
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Ichiro Offline OP
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Humm. But in this case (view entity with .material set), isn't the shader applied to each pixel as it's drawn to the screen, rather than to the camera's view when it's drawn to the view entity's bitmap?


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Re: Cheap, Horrible Bloom [Re: Ichiro] #104212
12/31/06 10:34
12/31/06 10:34
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Ah yes, you're right. So that won't have much of an effect on performance.. I guess that if you would use a smaller view entity (as in size on the screen), and then render that view entity to a bitmap, and display that on the screen in a scaled panel or something, you could get some performance gain. However, the overhead of rendering again might diminish the performance gain. On top of that, it's currently very difficult to use the result of one postprocessing shader in the next one properly.

Re: Cheap, Horrible Bloom [Re: Excessus] #104213
12/31/06 17:07
12/31/06 17:07
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Ichiro Offline OP
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I'll see if I can give that a try; I've always wanted to figure out how to copy and scale bitmaps quickly.


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