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CastorX

Filtering

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Hi everybody! I tryed to make HDR lighting, with Floating-point texture render targets. But when I fit the 1/4 size X-Y blurred floating-point texture (on a quad) to the screen, it is not linear filtered. The Image is like a mosaic picture. How can I filter it? I used an article from gamedev, but there was nothing about the filtering. If I use A8R8G8B8 formats, anything is correct. Please Help! Bye!

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What hardware are you using and which of the two (FP16 or FP32) formats are you using?

Several earlier chipsets (mostly the GeForceFX's and Radeon 9x00's) supported FP textures but no filtering or blending. Later hardware (Radeon X1k's and GeForce 6's and 7's) support filtering/blending on FP16 only. No currently available hardware supports this for FP32.

Check out my "HDRPipeline" sample in the DirectX SDK - at least one of my shaders (FinalPass.psh off the top of my head) manually implemented bilinear filtering in the pixel shader.

Ideally you need to use CheckDeviceFormat() with D3DUSAGE_QUERY_FILTER to determine what support your hardware has. EDIT: My "HDRPipeline" code, in enumeration.cpp (iirc) has an example of this sort of testing...

hth
Jack

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