SMAA OpenGL 3.3 Intel HD 4000 Problem

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1 comment, last by Ilia S 10 years, 1 month ago

Hello,

We tried SMAA (http://www.gamedev.net/topic/620516-help-porting-smaa-from-direct3d-to-opengl/) with OpenGL 3.3 core and everything runs fine unless we use it with Intel HD 4000. First of all, it does not compile because the Intel compiler does not accept "#if SMAA_PRESET_LOW == 1" when "SMAA_PRESET_LOW" is not defined. This is solved by setting all defines to 0. After that, it compiles but Instead of smooothing it creates artifacts which are especially noticable (as blurring around the edges) with SMAA_PRESET_MEDIUM. The difference appears after the blending weights calculations. Stencil buffer optimization does not seem to have any influence.

Does anybody has an idea how it might be fixed or if there's any workaround besides not using SMAA on Intel graphics?

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Try using the latest build (https://github.com/iryoku/smaa/blob/master/SMAA.hlsl). I don't know about the second problem, but there are several OpenGL fixes since the 2.8 release (including the define bug you mentioned).

Thank you for pointing to the updated version. It fixed the problem with defines, but essentially did not change anything. The difference is illustrated here:

[attachment=20149:smaa_medium_amd_radeon_hd_6700.png][attachment=20150:smaa_medium_intel_hd_4000.png]

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