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Crisper minimap in case of SSAA #1929

Merged
merged 1 commit into from
Feb 8, 2025
Merged

Crisper minimap in case of SSAA #1929

merged 1 commit into from
Feb 8, 2025

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lhog
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@lhog lhog commented Feb 7, 2025

  • Minor MiniMap code cleaning
  • Retain minimap sharpness in case of SSAA (non-zero MinSampleShadingRate)
  • Alternative to Fix blurred minimap #1897

* Retain minimap sharpness in case of SSAA (non-zero MinSampleShadingRate)
* Alternative to #1897
@lhog lhog force-pushed the mmSharpWSuperSampling branch from e62d74e to 9034883 Compare February 7, 2025 21:50
@lhog
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lhog commented Feb 8, 2025

@bcdrme any comments / objections to this approach?

Engine release 2025.01.6:
MinSampleShadingRate 0
screen_2025-02-07_19-36-01-678

MinSampleShadingRate 1
screen_2025-02-07_19-36-05-707

This PR:
MinSampleShadingRate 0
screen_2025-02-07_19-48-50-988

MinSampleShadingRate 1
screen_2025-02-07_19-48-56-257

@bcdrme
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bcdrme commented Feb 8, 2025

That looks perfect ! Thank you for taking the time.

edit: tested in game, looking good 👍

auto state = GL::SubState(
  Blending(GL_FALSE),
  SampleShading(GL_FALSE) // sample shading is detrimental for minimap background sharpness
);

I suppose the above could also be applied to rmlui
for reference #1901

@lhog
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lhog commented Feb 8, 2025

Yeah it might work for #1901, though I'm less certain about the cause there.
Worth trying though.

@lhog lhog merged commit 8839f73 into master Feb 8, 2025
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@lhog lhog deleted the mmSharpWSuperSampling branch February 8, 2025 13:50
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2 participants