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Old 15 January 2018, 18:20   #15
guest.r
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Quote:
Originally Posted by rsn8887 View Post
Thank you. However, I still don't understand your last sentence. Why do we need a shader with POINT resizing? And where would we select it?
Sharp-bilienar shader works with linear resizing, so thats different here.
This shader code must be adjusted to achieve it (copy/paste over existing code):

Code:
MinFilter = POINT;
MagFilter = POINT;
D3D11 framework of the new WinUAE auto translates to the new standard.

A shader is needed because filter options null and none operate at 1x scale which leave us two options: full linear resize or unwanted point resize.

Then we select the "shader" from the shader list. ID is ok at 0, because we need internal scaling. I don't fully understand the extra settings from 1:1 to 3:3 since i didn't notice any changes with a shader used. 1:1 is fine therefore.

Best you test it with a simple troughput shader since the only WinUAE alternative is to use hi-res/double lines for a sharper image (or integer scaling).
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