I hope drastic improved texture filtering , please~~~~~~~~~~

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predaking
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I hope drastic improved texture filtering , please~~~~~~~~~~

Post by predaking » Thu Jul 30, 2015 2:14 pm

In The original machine of NDS,texture map mode is only point sampling. It will result is rendered game screen mosaic , even in high resolution mode (eg. 4XAA, 512 x 384). As follows:
NDS1.jpg
NDS1.jpg (130.86KiB)Viewed 14026 times
I try to improve texture filtering on desmume. I added the Bilinear texture filtering to Desmume. The blue rectangle in the image area is improved rendering, using bilinear texture filtering. As follows:
NDS2.jpg
NDS2.jpg (127.29KiB)Viewed 14026 times
I hope drastic improved texture filtering!! please!!!

PS: The Yellow(&red) rectangle in the image area is improved rendering, using 512x384 Oversampling.[/size]

求大神!

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predaking
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Re: I hope drastic improved texture filtering , please~~~~~~

Post by predaking » Thu Jul 30, 2015 2:47 pm


Of course.
In 3D game, I hope the ultimate goal of NDS emulator is to Trilinear texture filtering + 1024x768 Oversampling

But,Trilinear texture filtering may be unrealistic in NDS emulator. Because the emulator can not distinguish between data in memory , which is the texture , which is the other data.

Thanks, Exophase !!


Exophase
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Re: I hope drastic improved texture filtering , please~~~~~~

Post by Exophase » Thu Jul 30, 2015 8:38 pm

DraStic uses software rendering so these sorts of enhancements would require major changes and have a big performance hit.

If I ever do an OpenGL ES renderer it should be possible. But that has a lot of its own issues (and would probably at least require OpenGL ES 3.0)

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predaking
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Re: I hope drastic improved texture filtering , please~~~~~~

Post by predaking » Fri Jul 31, 2015 2:54 am

In 3D Game, I see drastic have implemented 512x384 oversampling function by using “High-Resolution 3D Rendering” Options. Bilinear texture filtering sampling is so easy.Only need to change a few code. Later , I 'll posted sample code .

Exophase
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Re: I hope drastic improved texture filtering , please~~~~~~

Post by Exophase » Fri Jul 31, 2015 10:20 am

predaking wrote:In 3D Game, I see drastic have implemented 512x384 oversampling function by using “High-Resolution 3D Rendering” Options. Bilinear texture filtering sampling is so easy.Only need to change a few code. Later , I 'll posted sample code .
You don't understand. It doesn't use the GPU for rendering. Your sample code isn't going to be useful.

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predaking
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Re: I hope drastic improved texture filtering , please~~~~~~

Post by predaking » Fri Jul 31, 2015 4:22 pm

Exophase wrote:
predaking wrote:In 3D Game, I see drastic have implemented 512x384 oversampling function by using “High-Resolution 3D Rendering” Options. Bilinear texture filtering sampling is so easy.Only need to change a few code. Later , I 'll posted sample code .
You don't understand. It doesn't use the GPU for rendering. Your sample code isn't going to be useful.

Next week, I post sample code to here. Today, I had to travel.

I have not used OpenGL API to improve graphics rendering of desmume . I improved SoftRender of desmume. SoftRender is pure soft Render Engine in Desmume, is NOT accelerated by OpenGL API (Hardware graphics unit).

:D :D :D

Exophase
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Re: I hope drastic improved texture filtering , please~~~~~~

Post by Exophase » Fri Jul 31, 2015 6:17 pm

predaking wrote:Next week, I post sample code to here. Today, I had to travel.

I have not used OpenGL API to improve graphics rendering of desmume . I improved SoftRender of desmume. SoftRender is pure soft Render Engine in Desmume, is NOT accelerated by OpenGL API (Hardware graphics unit).

:D :D :D
Trust me, even if you were able to accomplish it with a few changes in DeSmuME's soft renderer that won't apply here. I understand the operation of bilinear filtering but even though it's simple in theory it's a LOT more complex to implement it in DraStic's renderer.

Fefo
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Re: I hope drastic improved texture filtering , please~~~~~~

Post by Fefo » Wed Apr 06, 2016 8:49 am

Any update on this feature? The improvements are quite clear:
Attachments
Phantasy Star 0__23790.png
Filtered
Phantasy Star 0__23790.png (146.49KiB)Viewed 13035 times
Phantasy Star 0__23865.png
Normal
Phantasy Star 0__23865.png (129.04KiB)Viewed 13035 times
BE ATTITUDE FOR ENGRISH

Exophase
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Re: I hope drastic improved texture filtering , please~~~~~~

Post by Exophase » Wed Apr 06, 2016 1:45 pm

It's probably not happening for the current renderer. If there's ever an OpenGL ES renderer it might be an option.

kaikun97
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Re: I hope drastic improved texture filtering , please~~~~~~

Post by kaikun97 » Sat Apr 09, 2016 3:44 am

Exophase wrote:It's probably not happening for the current renderer. If there's ever an OpenGL ES renderer it might be an option.
I know some Emulators support OpenGL for rendering, textures and filters, what would be the issues of implementing support of at least Open GL 3.1 ES (my phone uses that version :P). Would it be slower?

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