Open vanfanel opened 4 years ago
Because of the way SDL works, to implement this would require a lot of works (ie. shaders), but good idea!
@bradharding May I suggest a libretro port? Shaders come for free in that case :D
Can't you inject a scanline shader with ReShade?
Can't you inject a scanline shader with ReShade?
I guess that's a Window$ thing. Not interested because I won't touch a Window$ computer with a 10mts pole, but thanks :D
I should have known someone with a Stalin profile would be a Linux user!
:D
I like the dollar sign in the place of the s
, lmao. I can see it becoming trendy in a couple of years lol.
@AnotherLife The Stalin picture is parodic! But yeah, it suits me ideologically.
@garoto That absurd $ for S has got me since 2002 or so :D
Would a scanline effect really be so difficult to implement?
You are only setting every-other line to either be fully-black, or maybe say 25% or 50% translucent.
Translucency would be more-difficult, but for fully-black surely you could just render an image the same dimensions as the viewable game area, set say every odd line to black, then every even line to a specific colour to use as the transparent colour, and then the game just renders normally below, but gets painted-over?
You know, similar to the "mesh" effect that MS-DOS and Sega Saturn games used to use to fake shadows and transparencies... just overlay the effect
Just use Reshade...
@bradharding I have seen this: https://github.com/jorisvddonk/GZDoom_CRTShader
Look at these pics, that's how DoomRetro should look like in my mind! :D No hope for shaders for us GNU/Linux users?
This has a very clean renderer code with shader support that could be used in DoomRetro: https://github.com/snesrev/zelda3
...Well, in the end I am using this little wonder:
https://github.com/DadSchoorse/vkBasalt
No need for internal shaders I guess :)
Using Zink (GL on Vulkan) vkBasalt works on GNU/Linux wonderfully, and DoomRetro looks CRT-ish now around here, just like I wanted it to!)
Hi there, @bradharding
I was thinking... since you have applied some kind of scanline effect to the menu distortion, would it be possible to have scanlines in-game? Even some screen curvature effect. Everything would be optional, of course! But I believe it would be consistent with your vision of DoomRetro, wouldn't it?