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Re: Fullscreen Antialiasing plugin
[Re: Quad]
#328480
06/13/10 13:57
06/13/10 13:57
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Joined: May 2010
Posts: 34
Scifi
Newbie
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Newbie
Joined: May 2010
Posts: 34
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Re: Fullscreen Antialiasing plugin
[Re: Quad]
#330830
06/30/10 04:06
06/30/10 04:06
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Joined: Jan 2006
Posts: 2,157 Connecticut, USA
Blink
Expert
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Expert
Joined: Jan 2006
Posts: 2,157
Connecticut, USA
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thanks chrisb, i hope your awesome underwater script gets out of the hands of the aliens and makes its way here, in c-script too,lol?
My Famous Quotes: "Hip hop is like a virus, infecting everyone and everything around it. Every form of media has some way,shape or form, assimilated hip hop into it." It has also mutated into other strains like, trip hop, house, rap, gangster, and conscious forms. Once you are infected with it, its with you for life."
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Re: Fullscreen Antialiasing plugin
[Re: Blink]
#356712
02/03/11 16:30
02/03/11 16:30
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Joined: Aug 2002
Posts: 2,183 Germany, BaW�
Rondidon
Expert
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Expert
Joined: Aug 2002
Posts: 2,183
Germany, BaW�
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Hello ChrisB, I`ve got a problem with your plugin. It works great by part, but when I try changing the screen resolution in real time, the engine does some wild stuff. This is not always the case, but true for some special resolution changes. Changing the resolution works great for the first time, but when I`m trying to switch the resolution once more to a resolution that was already chosen before, the error appears. Error appers: 1650x1050->works->1280x800->works->1440x900->crashes->1680x1050 -- 1680x1050->works->1024x768->crashes->1680x1050 -- It seems that it has to do something with resolutions that were already chosen before. Is this a known problem? My code:
function set_graphics()
{
wait(1);
fsaa_setQuality(0);
render_sky=NULL;
render_entities=NULL;
laden_an();
wait(16);
video_set(aufl_x_i,aufl_y_i,32,0);
if(monitor_type_i == 1) //16:10 Monitor
{
camera.arc=85;
camera.aspect = 1.1;
}
if(monitor_type_i == 0) //4:3 Monitor
{
camera.arc=70;
camera.aspect = 0.9;
}
wait(-1);
render_sky=fsaa_eventSky;
render_entities=fsaa_eventEntities;
wait(1);
fsaa_setQuality(AA_i);
wait(16);
laden_aus();
}
After ALT+TAB I get "Error E2005: Can`t create DirectX texture unnamed" I`m using A7.86 Commercial. No Shade-C. Just your plugin for testing purposes. Is there maybe any option to completely reset the plugin after every resolution change? Thank you very much for helping, Rondidon
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Re: Fullscreen Antialiasing plugin
[Re: Rondidon]
#406363
08/17/12 23:03
08/17/12 23:03
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Joined: Sep 2003
Posts: 6,861 Kiel (Germany)
Superku
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
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This plugin is fantastic! @Rondidon: Did you find the reason for the crash, was it the plugin? So far it seems to be stable in A8. EDIT: Oh no, seems like I have a white "glow" 0-1 pixel in width around my player on a dark background most of the time what sadly makes this great plugin useless.
Last edited by Superku; 08/17/12 23:57.
"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual Check out my new game: Pogostuck: Rage With Your Friends
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Re: Fullscreen Antialiasing plugin
[Re: Iglarion]
#465336
04/18/17 17:29
04/18/17 17:29
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Joined: Jul 2004
Posts: 785 Serbia
Iglarion
User
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User
Joined: Jul 2004
Posts: 785
Serbia
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It would be cool if the autor of this plugin can relase soruce code beacuse i found the script crash error after we lost d3d in fullscreen mode. This only happen in Windows 10 not in Win 7 or XP. The solution is switch to window mode before we exit.
#include <default.c>
var fsaa_maxQualityNonMaskable();
var fsaa_eventSky();
var fsaa_eventEntities();
var fsaa_eventLost();
var fsaa_setQuality(var);
function change_res_fullscreen(){ video_switch(9,0,1);}
function change_res_window(){ video_switch(7,0,2);}
function main(){
level_load("");
wait(2);
render_sky = fsaa_eventSky;
render_entities = fsaa_eventEntities;
on_d3d_lost = fsaa_eventLost;
fsaa_setQuality(fsaa_maxQualityNonMaskable());
while(1){
on_c = change_res_fullscreen; // script crash after we change to fullscreen and press exit
on_v = change_res_window; // work when we back from fullscreen and press exit
if (key_f1) {video_switch(6,0,2); wait(1); sys_exit(""); } // the solution is swich in window mode before exit
wait(1);
}
}
I use this plugin in my game last six year and i planed use in finall relase of my game, so from my expirience the plugin is very stable in A8 and give me the best result i found so far. I see some people report problems in past but i test my game on many diferent system and hardware and i not found any problem for now, so please if someone still have problems with this plugin let me know.
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Re: Fullscreen Antialiasing plugin
[Re: Iglarion]
#469925
12/13/17 23:06
12/13/17 23:06
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Joined: Sep 2003
Posts: 9,859
FBL
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 9,859
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http://www.swollen-eyeballs.org/site/pages/contact.phpBut there's a high chance nothing will happen when sending the formular. You could try whether on_d3d_reset event is triggered when in fullscreen. Maybe it is already enough to also assign the fsaa_eventLost. Or instead of real fullscreen go for fake fullscreen (window in desktop size without window border) (yikes). Or... set d3d_antialias = 9 This will only work if no post processing shaders are used, though.
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