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#Actuallipsryme

Posted 04 October 2012 - 01:11 PM

solved.

#1lipsryme

Posted 30 September 2012 - 01:02 PM

To report back...
Using this kind of shader...

float4 PS(VSO input) : SV_TARGET0
{
float4 texColor = float4(0.0f, 0.0f, 0.0f, 1.0f);
float2 pixelSize = float2(1 / Width, 1 / Height);
texColor = TargetTexture.Sample(TargetTextureSampler, float2(input.UV.x, input.UV.y - pixelSize.y));
texColor += TargetTexture.Sample(TargetTextureSampler, float2(input.UV.x, input.UV.y + pixelSize.y));
texColor += TargetTexture.Sample(TargetTextureSampler, float2(input.UV.x - pixelSize.x, input.UV.y));
texColor += TargetTexture.Sample(TargetTextureSampler, float2(input.UV.x + pixelSize.x, input.UV.y));

texColor /= 4;
return texColor;
}

...I could downscale my rendertarget to half its size by using the average of its nearest pixels ?
Do I have to use linear or discrete sampling ?

Also in the case of bloom how much should I downsize the target ?
And this downscaled target is just used for doing the blur and after that scaled up again, correct ?

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