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About haxpor_

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  1. Thanks Hodgman, exactly, mipmap is a key, I turned on now and it solved the problem. Thanks Waterlimon, I thought about this similar approach as well but I would like it to be generally apply to all scenes.
  2. Thanks LorenzoGatti, your suggestion leads me to find out that all of my textures are not mipmap-generated !! Then it solves the problem quite well. I will post the result here soon. Thanks again for all of your helps ! PS. Remember to turn on your mipmap http://blogs.msdn.com/b/shawnhar/archive/2009/09/14/texture-filtering-mipmaps.aspx.
  3. [color=#526569][font=Verdana, Arial, Helvetica, sans-serif][background=rgb(244, 247, 245)]Heads up guys, I'm able to make the result from the first pass working. The problem seems to come from Matching between vertex and pixel shader ([/background] [/font]http://www.gamedev.net/topic/434661-fx-hlsl--semantics-problem/[color=#526569][font=Verdana, Arial, Helvetica, sans-serif][background=rgb(244, 247, 245)]), you can see the result for the first pass at my blog here ([/background] [/font]http://haxpor.org/post/26757501785/after-several-days-sitting-duck-in-front-of[color=#526569][font=Verdana, Arial, Helvetica, sans-serif][background=rgb(244, 247, 245)]).[/background] [/font] [color=#526569][font=Verdana, Arial, Helvetica, sans-serif]So currently I'm trying to make the second pass works. But after testings, it seems like second pass didn't do anything. I got not-similar result to the reference demo in https://github.com/iryoku/smaa, and always got the result just seen in the first pass. The second pass involves using stencil buffer as well and I'm trying to figure out what's the root cause. [/font] [color=#526569][font=Verdana, Arial, Helvetica, sans-serif]Sorry for my quick heads up, I have to get it done quickly as possible. I believe it's because the hlsl syntax and its feature as of xna 3.1 is not so compatible with the source code seen in the link as there, it targets more on directx 10. [/font] [color=#526569][font=Verdana, Arial, Helvetica, sans-serif]Any suggestions would be appreciated. [/font]
  4. Guy, some heads up! I've tested with FXAA 3.11 on Timothy Blog, and it's kind of similar result to DLAA (originally I have) but with less blur. Now, I'm currently trying to make SMAA in order to resolve temporal aliasing. In fact, I'm trying for several days now. Please see more info here http://forums.create.msdn.com/forums/t/106646.aspx. Thanks!
  5. tanzanite7, I used anisotropic with max 8. The result looks just like the very first image above.
  6. I'm now trying to finish implementing FXAA following http://stackoverflow.com/questions/7680073/examples-for-using-nvidia-fxaa-shader-antialiasing-in-xna-4-0-winforms/7735547#7735547, but I have some problems possibly about blending result from buffers that i'm trying to solve. The current result is here. I believe I will try solutions from KriScg after this finishes. The result so far seems not to be better than DLAA (I understand there might be some different in environment of implementation). Although modern titles use FXAA method quite more often, I believe they combine with another methods for different distance to camera or some other settings. If I try out KriScg's solution, or make any progress I will let you know. Thanks again for your help!
  7. Thanks ! I will try to implement it and compare the result. Update via this post.
  8. I used DLAA over my deferred shading scene. Even I applied the AA on the scene, there's still some jaggies on the far sight over the run way (white line in parallel). You can see it in the bottom image. Please click on the image for the full size. The run way itself is as below. It's clearly that there's no problem at all for some angles the camera's looking, but the angle that users will be mostly looked at is the same as the first image. Any suggestion on ways to reduce those unpleasant glitches is very welcome!
  9. haxpor_


    Thanks so much for DLAA code, and its explanation. I have a look at http://www.gamedev.n...ls/page__st__20 before and applied to my engine, but no luck. It's still jaggy and bleeding. I tried this DLAA, and the result is decent and I appreciate it. I tested it with this set up: 1024 * 768, GTX 275 But just one point to mention, I wonder if there're some certain angles in which AA technique can't solve? I have a long edge/line (runway) in far sight in which the camera is on not so tall tower. It's still jaggy. Anyhow, another one. My buffer is the same as resolution on to show which is 1024 * 768. Any suggestions or how to solve the far sight jaggy?
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