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The problems between the particle renderer and the viewsize scaling have been solved.

Now the engine only precomputes the procedural particle rasterization metadata upon the first time the 3D view is rendered, so the engine can boot up a little faster.

And the procedural particle rasterization metadata won't be recomputed when reducing the viewsize, so the viewsize can be adjusted in realtime without causing hiccups on the framerate.

A preliminar implementation of dithering on the upscaled viewport was done, and I figured out that the reason the dithering looks so bad in the 2D renderer is because it shouldn't use negative dithering offsets. Negative dithering offsets are essential to align the center of the dithered texels to the center of their coordinates in 3D space, but they cause overdithering when used in 2D space objects.

Upscaled viewport dithering will be optional, of course. And it still needs to be optimized and applied to all post-processing effects (fog, screen warping, and their combined modes).

The bad vertical offset bug in the GUI hasn't been figured out yet.

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