Quote:
Originally Posted by guest.r
You could try an even simpler sharp-bilinear shader in which the built in "fit-to-output" slider in WinUAE is set to "Bilinear".
Overscaling the output doesn't hurt here...
The texture sampler should be set to POINT though.
Code:
sampler sourceSampler = sampler_state
{
Texture = (source_tex);
MinFilter = LINEAR;
MagFilter = LINEAR;
};
to:
Code:
sampler sourceSampler = sampler_state
{
Texture = (source_tex);
MinFilter = POINT;
MagFilter = POINT;
};
A simple pass-trough shader should be used with this method.
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How do I select the integer prescale factor then? In fact I don’t understand how this results in an integer pre-scale before the bilinear filtering is applied? But I must confess I don’t understand the meaning of he various options in the filter window in WinUAE very well.