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Reged: 04/15/12
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Re: Bloom Level 8 in HLSL
08/29/17 02:10 PM

> > That's not correct behavior anyway. If it downsamples to 1x1 pixel, the texture
> > should be the average color of the screen, not always black.
> Sure. I was just pointing out that the 8th level was just about on the edge. So it
> might be a general problem with the 8th level (even if the 8th level was 4x4 pixels
> or whatever) or it could just be a problem with the stuff going wrong when the
> texture dims get too small. Does the texture actually exist at level 8 for example?
> I guess that after you hit 1x1 pixels that every level should be the average screen.
> color exactly as you say.
> FAKE EDIT: Actually, from playing with the sliders, level 7 isn't close to 1x1
> pixels. There are a lot more pixels than that. So I guess level 8 is just broken and
> your first post was correct.
> REAL EDIT: MG said in the shoutbox that the buffers start at screen res and then are
> 2x downsampled. I guess the fact the level 8 does nothing is a real bug then.

You should try the bloom on fast moving objects, like the bullets in Asteroids. I dont think, that so many levels are nonsense, if you take this fact into account. Vector games are rendered at current resolution size, so at 1920x1080 it starts to make sense, if i am not wrong.

Edited by uman (08/29/17 02:15 PM)

Entire thread
Subject Posted by Posted on
* Bloom Level 8 in HLSL anikom15 08/28/17 01:57 AM
. * Re: Bloom Level 8 in HLSL MooglyGuy  08/29/17 10:32 AM
. * Re: Bloom Level 8 in HLSL SoltanGris42  08/28/17 03:04 AM
. * Re: Bloom Level 8 in HLSL anikom15  08/29/17 03:54 AM
. * Re: Bloom Level 8 in HLSL SoltanGris42  08/29/17 08:08 AM
. * Re: Bloom Level 8 in HLSL uman  08/29/17 02:10 PM
. * Re: Bloom Level 8 in HLSL anikom15  08/30/17 03:29 AM

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