» Edge TextureFX with redundant renderpass
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Edge TextureFX with redundant renderpass

what is this all about?
A render pass for.....??
(Constant->DX9Texture)->something useful

guest, Wednesday, Aug 22nd 2012 Digg | Tweet | Delicious 4 comments  
unc 22/08/2012 - 20:07

generating mipmaps for a texture, which are required for this shader to work correctly

elliotwoods 23/08/2012 - 00:35

does that mean it's taking the difference between the centre and the downsampled texel representing the local area?
is that quicker than each output pixel looking up the vicinity (i.e. a render and a filtered downsample?)
super interesting approach
i guess since tex lookups are so heavy,
and downsample is an order fewer than per output pixel

any reasons for the terse code?
it feels like obfuscation (or other share protection)

unc 23/08/2012 - 04:59

obfuscated look is kind of essential for sizecoding (demoscene) :P got used to it...

this is mostly just a hack, to get fast and "wide-range" blur in a single pass (but didnt work in one pass here, had to re-render to make sure mipmaps are present)

elliotwoods 23/08/2012 - 11:17

ahah! that make sense
it is possible to switch on texture info to read if mipmaps available?
next more to make texturefx more modular internally? (e.g. that would in itself be a texturefx and would be embedded in here 'CreateMipMaps' which creates mip maps to specification where not already available)

or just wait for DX11?

lovely work of course.

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