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Messages - oomek

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76
General discussions / SFML 2.5.0 release date
« on: February 18, 2018, 05:00:29 am »
Is there any ETA specified for the 2.5.0 version yet? Just roughly, a week, a month, a year, a cenrury :)

77
Graphics / Re: How to implement a multipass shader
« on: February 15, 2018, 04:10:17 am »
It could work for fullscreen effects, but what should I do If I need multipass for sprites with transformations? Normally sprite is drawn on a fullscreen rendertarget, but for every pass before the final one I should draw it to the intermediate render target and reset the transformations? Should the imrt be the size of the source sprite texture, or the size after scaling?

78
Graphics / Re: Enable anisotropic filtering
« on: February 05, 2018, 11:52:59 pm »
Of course, it should be enabled per texture. It’s not expensive on the modern hardware, maybe on devices 10 year old. I’ve never experienced any fps drops, even by one frame when I was enabling aniso.

79
Graphics / Re: Enable anisotropic filtering
« on: February 05, 2018, 10:14:25 pm »
I don’t think we need an additional api to change the filtering to anisotropic. You just call glTexParameterf() which is used to set the bilinear filtering in SFML. The only problem is with checking if the device supports GL_EXT_texture_filter_anisotropic extension, but that is also one function call available in glTools. I’m preety sure i could set the aniso for all the textures by modifying just one line of SFML code, but without checking if it’s supported.

80
Graphics / Re: Enable anisotropic filtering
« on: February 05, 2018, 07:51:56 pm »
It should be relatively easy to implement according to this guide:
http://www.informit.com/articles/article.aspx?p=770639&seqNum=2

81
Graphics / Re: Enable anisotropic filtering
« on: February 03, 2018, 04:31:13 pm »
I’m prety sue it can be. But firstly it will be slower and secondly, what is the point of breaking through an open door :)
Much easier would be to set one flag than rewriting all the shaders.

82
Graphics / Re: Enable anisotropic filtering
« on: January 30, 2018, 08:35:01 pm »
Here is a video showing the filtering quality in motion.



On the left - anisotropic x16 forced in the GPU driver’s settings
On the right - default bilinear SFML filtering

83
Graphics / Re: Enable anisotropic filtering
« on: January 30, 2018, 07:01:33 pm »
Setting anisotropic filtering for the whole app that would affect the result of the setSmooth() function would be of a tremendous help.

84
Graphics / Re: Enable anisotropic filtering
« on: January 30, 2018, 06:46:43 pm »
Ok, here is an example image and the explanation of what is happening.



When I scale the square image with mipmaps generated to a smaller size with different x/y factors the image is blurred in both axes so you lose a lot of detail. The same happens when I scale an image which is a rectangular shape to a square size.

The conclusion is that anisotropic filtering would really help preserving the scaling detail even in 2D

85
Graphics / Re: Enable anisotropic filtering
« on: January 30, 2018, 01:57:00 pm »
Sure thing, in the evening I’ll post a video

86
Graphics / Re: Enable anisotropic filtering
« on: January 30, 2018, 12:21:10 am »
I can force aniso in the gpu control panel, but I wish it could be configurable within the app.

87
Graphics / Re: Enable anisotropic filtering
« on: January 30, 2018, 12:17:21 am »
Anisotropic filtering takes way more samples per pixel than bilinear and it really helps with sharpening mipmaps when you display the texture at for example 25% of its size. I’ve tested it and see a huge difference in sharpness, so the argument that anisotropic filtering is only for textures deformed in 3D space has no grounds.

88
Graphics / Re: Enable anisotropic filtering
« on: January 29, 2018, 11:31:06 pm »
Allow me to disagree. With autogenerated mipmaps zoomed out images look very blurry with default bilinear filtering. When I force aniso through the driver the quality difference is very noticeable. I can sharpen it a little by changing the bias to negative, but then the aliasing and pixel crawling can be seen. With aniso it’s perfectly sharp when scaling and no artiffacts are visible

89
Graphics / Enable anisotropic filtering
« on: January 29, 2018, 05:01:03 am »
When I use generateMipmap() with default bilinear filtering the results are very poor.  Is it possible to enable anisotropic filtering from SFML? I would like to avoid forcing it through the driver.

90
Graphics / How to implement a multipass shader
« on: January 15, 2018, 03:35:14 am »
Is anyone willing to help explaining in detail how to implement a multipass fragment shader in SFML?
I need it for kawase blur so it should have an uniform integer accessible from within shader with the pass number.

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