Search found 9 matches
- 02 Mar 2012, 17:39
- Forum: General Discussion
- Replies: 3
- Views: 5844
Re: PPAA Resolution Independence and Artifacts
Unfortunately yes. When running XamlPlayer on a Geforce 9400M, it runs extremely slow even at 4x MSAA. There is no fps counter, but I am seeing like less than 1 fps. I had to keep clicking on the window chrome just to get the screen to update. I didn't think the performance with MSAA would be so bad...
- 02 Mar 2012, 17:32
- Forum: General Discussion
- Replies: 2
- Views: 5572
Re: Text Resolution Independence
Yes I am seeing a blurred Glyph at large glyph sizes.
Not at the moment, was just testing resolution independence and was wondering if this was a intended behaviour.
Not at the moment, was just testing resolution independence and was wondering if this was a intended behaviour.
- 02 Mar 2012, 17:30
- Forum: General Discussion
- Replies: 3
- Views: 6242
Re: 8x, 16x MSAA Artifacts
No I don't see the problems on other samples.
Yes I have the latest nVidia drivers.
The artifacts are not visible ont he XAML you provided.
Yes I have the latest nVidia drivers.
The artifacts are not visible ont he XAML you provided.
- 01 Mar 2012, 21:44
- Forum: General Discussion
- Replies: 3
- Views: 5844
PPAA Resolution Independence and Artifacts
Is PSAA supposed to be resolution independent? When I zoom in, the edges between different fill colors are quite large and blurry. You can see this in the first image. Also there seems to be major artifacts at vertices due to missing or overlapping geometry. I am using the lion xaml sample. http://i...
- 01 Mar 2012, 21:31
- Forum: General Discussion
- Replies: 2
- Views: 5572
Text Resolution Independence
It seems that text is rasterized and displayed as a textures. This makes them non resolution independent. Is there any way to switch between text as textures and text as tesselated shapes at a certain text size?
- 01 Mar 2012, 21:24
- Forum: General Discussion
- Replies: 3
- Views: 6242
8x, 16x MSAA Artifacts
When testing XamlPlayer on a GeForce GTX 590 3GB DDR3, I am seeing some strange artifacts at 8x and 16x MSAA. When I zoom in enough, or zoom out enough, these artifacts disappear. But they are present at the default size. Any idea what is going on? The artifact is faint but there. If you can't see i...
- 28 Feb 2012, 20:18
- Forum: General Discussion
- Replies: 58
- Views: 34071
Re: OGRE Renderer
When the NoesisGui is implemented as a Ogre render system, will it be possible to have user interfaces that are three dimensional in nature and are apart of the scene rather than as a HUD?
By that I mean, like in Dead Space:
http://www.youtube.com/watch?v=m6q25GbFBRw
By that I mean, like in Dead Space:
http://www.youtube.com/watch?v=m6q25GbFBRw
- 28 Feb 2012, 13:58
- Forum: General Discussion
- Replies: 58
- Views: 34071
Re: OGRE Renderer
I'm new to Ogre so maybe one of you Ogre guru's can answer my question. As I understand it, each ogre render system is tied to a specific 3D API like DX9, OpenGL, etc. How does creating a render system for NoesisGUI work since it is not really a 3D api? Or would a NoesisGUI somehow sit on top of the...
- 28 Feb 2012, 03:27
- Forum: General Discussion
- Replies: 6
- Views: 5273
Other Platforms
The updates say:
Also, are there plans to release a 64-bit version of the existing windows library?
However, I can't find any place where you mention what platforms these are. Can you elaborate at all what platforms you will be supporting in the future?We are working on the rest of platforms.
Also, are there plans to release a 64-bit version of the existing windows library?