Quote:

Hi all,

I tried all the morning today. But I don´t get it. I am using this bloom shader:
http://www.coniserver.net/ubbthreads/showflat.php/Cat/0/Number/691334/page/0/fpart/all/vc/1

THE PROBLEM: The bloom shader works very well at the resolution of 640x480.

I tried to implement the shader my games, and with the default resolution 640x480 everything works perfect. But if I switch the resolution the shader view looks different as the camera view. It´s not totally different but somehow it´s not working right.
To correct that I changed that in the wdl:

// code omitted

But that doesnt help. And I don´t know why. Thanks for help.

Remarks: The lfag gets set in the main function when I change the rsolution. You don´t realy need that flag, but I used it, so this is done only once instead of every frame)




I've seen this problem occur, and the only workaround I've found is to use a new bitmap after the screen resolution changes. A6 doesn't recreate the render targets after a resolution change, which makes it render to the target as if the screen were the former size, making it offset improperly.

If you start the game in the resolution intended and set things up right for that, it should work properly. I'm not sure if there is any sure workaround to switching resolution in-game.

I'd reccommend making the rendertarget texture 1024x1024 and adjusting your screen object X coordinate accordingly. This has worked before on most cards.

-Rhuarc


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