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Endemoniada

StretchRect() Discrepancy

5 posts in this topic

Hi guys, using a checker pattern I did a test like this:

// shrink
d3dDevice->StretchRect(renderTarget,NULL,auxSurface,NULL,D3DTEXF_LINEAR);

// expand to original size
d3dDevice->StretchRect(auxSurface,NULL,renderTarget,NULL,D3DTEXF_LINEAR);

The checker boxes get smaller and smaller from left to right and top to bottom. The smaller surface is exactly 25% of the original (1280x800 to 320x200).

I plan on shrinking, blurring, then expanding for a bloom effect. Should I be using StretchRect() for that ?

Thanks.
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[quote name='Endemoniada' timestamp='1329178233' post='4912799']

I plan on shrinking, blurring, then expanding for a bloom effect. Should I be using StretchRect() for that ?

[/quote]

No, just use a full screen quad or triangle + a pixel shader.
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[quote]No, just use a full screen quad or triangle + a pixel shader.[/quote]

I plan on using a pixel shader for the blur. Most of the articles I've read say you should reduce the dimensions of the surface before you do a blur.
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Yes, what I meant was that you should render a quad if you want to downscale before doing a blur as opposed to using StretchRect.
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[quote name='MJP' timestamp='1329197943' post='4912899']
Yes, what I meant was that you should render a quad if you want to downscale before doing a blur as opposed to using StretchRect.
[/quote]

Thank you. If you didn't clear that up for me I would have still been using StretchRect(). Everything works much better with the quads.
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