> Now that's better. It's cool that some GLSL shaders have no issues scaling without > screwing the scanlines indeed, there are a few doing that on RA as well. > For the shaders that don't the only solution is to force an integer scale, which is > okay with some games, not really with others depending on your screen, as it can mean > either huge black borders or lots of lines left out of screen limits.
Yep GLSL scales better than HLSL. SDL have that better coding than D3D. My point is GLSL shaders doesn't need to be change every time when a game screen doesn't have that even scales.
Waiting to see BGFX be better than HLSL and GLSL. If it not even better than GLSL then it just wasted their time adding it. I will see though.