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#1051 duzenko

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Posted 27 September 2018 - 02:17 AM

Let's try it this way

 

The fboResolutuion refactoring happens in the guthub repo branch only.

The unrelated changes can go straight to svn trunk. Then if you want them in your pivate github branch - you pull them into the github *main* branch first and only then you merge master into your private branch.

Please no formatting-only changes.

 

When you have something for us to test in your private branch, me and probably @nbohr1more review it and I merge it to svn with a single commit. This way it can be reverted easily and does not get mixed up with other changes.

 

@nbohr1more, what are the things you usually test when I push something? I'd guess

  • stencil shadows (hard and soft)
  • shadow maps (hard and soft)
  • multisampling
  • ???

I'd also test the r_fboresolution in both < 1 and > 1 directions.



#1052 revelator

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Posted 27 September 2018 - 07:42 AM

Sounds like a plan :), looking over BFG atm to get a hint on how scaling works there.

I hope to have something soon, but BFG is rather differently setup than idtech4 so i might have to do a few workarounds.



#1053 Bikerdude

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Posted 27 September 2018 - 08:01 AM

Nice work chaps 😎
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#1054 revelator

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Posted 27 September 2018 - 10:13 PM

Umf, RBDoom3 BFG did not have an answer as such, fbo resizing is done in the image manager and its not configurable, still it made sense in a way.

Shadowmap scaling uses code similar to what i did with FB_Resize though he rolled his own version of R_GetModeInfo dedicated to that specific task.

 

With that in mind i would guess i need to look at FB_CopyRender since it seems that is where things interface with the renderer, image manager and whatnot ?.



#1055 duzenko

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Posted 28 September 2018 - 01:04 AM

I would start with analyzing what t_fboResolution does in frontend and what frontend outputs get affected.







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