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#1
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Please implement Hylian's XBR (a b c or Z version) Filter into Glide GPU plugin for 2D Elements.
http://filthypants.blogspot.de/2012/...on-filter.html Games like Ogre Battle 64 would greatly benefit from this since XBR provides a much sharper image compared to the outdated 2xSai filters or even HQX. |
#2
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Is there a C implementation somewhere.
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#3
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Not sure if this is what you are looking for:
https://github.com/libretro/common-s...ree/master/xBR http://forum.themaister.net/viewtopic.php?id=134 It is also implemented into HQmame and NestopiaGit and I also saw an experimental implementation into Petes PSX soft GPU plugin yesterday. But most implementations use it as a fullscreen filter which works for 2D Games only, I have never seen it being implemented as a texture filter so far. 3.8 seems to be the best version, 3.7 had some performance issues with snes9x. Last edited by et500; 28th April 2013 at 12:59 PM. |
#4
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BR is only applicable to sprite and 2d textures
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#5
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This is true but replacing the current 2xsai texture filter in Jabo or the HQ2X filter in Glide would improve the output quality of these a lot.
So it should be possible to implement it as a fullscreen filter and as a texture filter as well with different results depending on the game. Menus in PSX FF9 look truly amazing for example when this filter is applied as a fullscreen filter. Maybe it is somehow possible to use it for 2D elements only. |
#6
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I just want the text in Ogre Battle 64 to look filtered, but not illegible when filters are applied. As it is, Glide 64 filters backgrounds just fine, but when it comes to the HUD or in-game text, it's atrocious due to how it scales the N64's native resolution. The plugin's bilinear filter effs up text in most RPGs like no tomorrow, again, due to how it's scaled.
Something like 2xSAl texture would be nice to have in Glide, but who knows.
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