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Member Since 28 Nov 2007
Offline Last Active Feb 23 2012 03:15 PM

Posts I've Made

In Topic: Detect/Prevent forced AA through driver

10 February 2012 - 08:22 AM

So there is no *proper* way to detect this? Posted Image

How do other games do this then that use deferred rendering? Or if you have developed a deferred renderer, do you care about this / have you implemented something that works well?

In Topic: Mysterious gaussian blur for bloom shader going wrong...

25 April 2010 - 01:52 AM

Yeah, they go from the left to the right.

Anyways, I found what the issue was. For some reason, I was using 64bit floating point textures. Switching to D3DFMT_A8R8G8B8 completely solved the issue. Im not sure why though.

/oh hi LS :)

[Edited by - w0dk4 on April 25, 2010 8:52:26 AM]

In Topic: Bloom Effect in D3D8

28 November 2007 - 08:58 AM

Yeah, thanks, as I said I already hooked the device, but I tried to draw the "hook successful" text, and yeah it worked :)

Guess I now have to learn some more DirectX basics, but my problem is: All of those bloom effect tutorials use some sort of HLSL shader..
Does Direct3D8 support HLSL? If not, would there be some way to convert those shaders.. sorry, Im really a newbie ;)