Closed altmoola closed 9 years ago
You need to turn off PremultiplyAlpha.
ResizeToPowerOfTwo is redundant and you don't want to GenerateMipmaps, so turn those off too.
Well, I feel like an idiot. Thanks man, that worked.
Yeah, it's a bit annoying. I absolutely need to use all 4 channels to store the weights but a lot of imaging libraries pre-multiply the alpha values which messes with the data in the RGB channels.
Also, would you mind posting a picture of it working? I'm always interested to see the results of applying my shader.
I think it was just one of those things. I was basically trying everything I could think of and was in the middle of figuring out your LUT generation code when I saw your response. Yet I didn't try the simplest thing first, testing all options in the pipeline config. Ah well.
Here is a picture of it working, as requested:
Looks great! Thanks again.
Here is the same scene with xBR (squared variation) for comparison:
Biggest complaint with the XBR one is that it really washes out the detail of the character sprite. I think HQX looks much better for him.
Hi guys, is there any chance that I get access to the HQX shader or xBR shader that you are using for MonoGame? I've been trying for a while to get xBR working in my game but got no success so far. I also tried translating Hyllian's xbr-lv2 shader to HLSL, but the end result looked similar to the first image in this thread... :(
@greyp There's a thread about it here if you're still looking for it: http://libretro.com/forums/showthread.php?t=4162
I am getting this result after implementing the HQX filter in a MonoGame solution:
I think it has something to do with the LUT texture that is being loaded, I'm just unsure how to solve it.
This is how the image is configured in the MonoGame pipeline:
I've tried the following variations of the LUT texture with no luck:
I've also tried all of these with and without mipmaps. Any ideas as to why this isn't working?