iryoku / smaa

SMAA is a very efficient GPU-based MLAA implementation (DX9, DX10, DX11 and OpenGL), capable of handling subpixel features seamlessly, and featuring an improved and advanced pattern detection & handling mechanism.
http://www.iryoku.com/smaa/
Other
982 stars 128 forks source link

Suggestions for OpenGL users regarding the dds flipping issue? #15

Open tigert1998 opened 9 months ago

tigert1998 commented 9 months ago

I am trying to integrate SMAA into my little engine, and I just finished integrating the edge detection part. The red/green edge texture is also generated. But it's hard for me to check whether I am integrating correctly since quite a lot of people reported the problems they met in https://github.com/iryoku/smaa/issues/8 and https://github.com/iryoku/smaa/pull/5. I don't see a final conclusion in these issues such as "DO flip the area/search texture" or "DO NOT use this PR https://github.com/iryoku/smaa/pull/5". This makes me quite confused.

So I am wondering if you could give some final suggestions for the flipping issue.

Besides, it seems that https://github.com/RobertBeckebans/RBDOOM-3-BFG provides a correct GLSL implementation and it got a lot of stars. I am going to refer to his code for a comparison.

tigert1998 commented 9 months ago

My SMAA implementation is available at: https://github.com/tigert1998/tiger-game-engine/blob/smaa/engine/src/smaa.cc.

jbritain commented 1 month ago

Did you ever form a conclusion on this? I can't get a perceptible difference either way, flipping the LUTs causes the blend weights to only be present on the G channel.