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I hope drastic improved texture filtering , please~~~~~~~~~~
Posted: Thu Jul 30, 2015 2:14 pm
by predaking
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 (130.86 KiB) Viewed 17237 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 (127.29 KiB) Viewed 17237 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!
Re: I hope drastic improved texture filtering , please~~~~~~
Posted: Thu Jul 30, 2015 2:47 pm
by predaking
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 !!
Re: I hope drastic improved texture filtering , please~~~~~~
Posted: Thu Jul 30, 2015 8:38 pm
by Exophase
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)
Re: I hope drastic improved texture filtering , please~~~~~~
Posted: Fri Jul 31, 2015 2:54 am
by predaking
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 .
Re: I hope drastic improved texture filtering , please~~~~~~
Posted: Fri Jul 31, 2015 10:20 am
by Exophase
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.
Re: I hope drastic improved texture filtering , please~~~~~~
Posted: Fri Jul 31, 2015 4:22 pm
by predaking
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).

Re: I hope drastic improved texture filtering , please~~~~~~
Posted: Fri Jul 31, 2015 6:17 pm
by Exophase
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).

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.
Re: I hope drastic improved texture filtering , please~~~~~~
Posted: Wed Apr 06, 2016 8:49 am
by Fefo
Any update on this feature? The improvements are quite clear:
Re: I hope drastic improved texture filtering , please~~~~~~
Posted: Wed Apr 06, 2016 1:45 pm
by Exophase
It's probably not happening for the current renderer. If there's ever an OpenGL ES renderer it might be an option.
Re: I hope drastic improved texture filtering , please~~~~~~
Posted: Sat Apr 09, 2016 3:44 am
by kaikun97
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

). Would it be slower?