Recent content by Area593

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    Bad aliasing issue.

    That is kinda what I thought. I know it has to process one additional vertex, and three additional indices (for a triangle list), but in the end it works out to the same amount of pixels, which is where I thought the largest cost would be in any case. Though this is just me speculating, I've...
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    Bad aliasing issue.

    OK, I got to the point where I couldn't concentrate on work, so I decided I had to try aligning the texture coordinates to the texel positions and it works like an absolute charm. I even tried it at multiple resolutions in both windowed and fullscreen (to avoid eating my words yet again), and it...
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    Bad aliasing issue.

    Unfortunately I'm using DX9 for this engine, as I use my main production machine to run both of my audio engineering and production related businesses, and the pro audio world is yet to fully support Windows 7 (don't get me started on Vista, lol). As a result, until I can afford to purchase a...
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    Bad aliasing issue.

    I spoke too soon, unfortunately. There is still an issue. I don't know if it helps, but when the MagFilter is set to Linear the issue goes away, at the expense of the result becoming slightly blurry, and when it is set to point it comes back. :???:
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    Bad aliasing issue.

    It's fixed!!! I still don't understand exactly what was happening, but seeing as the upper left triangle seemed to be the issue, I enlarged the lower right triangle to fill the screen, and modified the texture coordinates to suit, and it has resolved the issue, WOOHOO! Thanks for all your...
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    Bad aliasing issue.

    OK, sorry, my bad :oops: I havn't done 3D stuff since nVidia had standard and detonator drivers, and I though they might be still doing something similar :smile:
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    Bad aliasing issue.

    I've just realised it looks like you are right, it only seems to affect the upper left triangle that makes up the full screen quad, I'm still not sure why though.
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    Bad aliasing issue.

    You both seem to be right, there is an issue with the post processing. Thanks for the help. I tried bypassing the post processing in the PS code before I started this thread and still had the issue. But I just tried completely bypassing all of the post processing altogether, and rendering the...
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    Bad aliasing issue.

    Hi Everyone, I'm having a really bad issue with edge aliasing, and I'm wondering if anyone knows of a solution. Here is an example: As you can see the edges are being ripped to shreds. I'm running it on a 9600GT, and have tried multiple driver versions (except the ForceWare drivers)...
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    DirectX and Delphi

    I haven't used C# much, and never with DirectX, but you have got me a bit curious now, I'll have to check it out. :)
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    DirectX and Delphi

    If people want to be petty and childish and start a flame war because of the whole C++ / Delphi thing then they are fools. I'm merely stating that I prefer to use Delphi, I'm not preaching that everyone should. Each to his (or her) own. I am a huge fan of both languages, and am fluent in both...
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    DirectX and Delphi

    Hi everyone, I'm kinda curious as to how many people of this forum, if any, use Delphi and DirectX for their 3D application development. I've been using Delphi with DirectX since back in the DirectDraw4 days, and quite like it. And although I can develop in C++ nearly as fluently as I do with...
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    Book for the new term, Help wanted.

    I don't know if this helps, but this page provides some good info on the .x file format. Other than that I'm not sure, as I generally do my modelling in 3D Studio Max and export it as .x files from there.
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    Multi-pass or deferred shading?

    Thank heaps for all of the input, I love learning about this stuff, and I've learned more new concepts in the last week than I have in a long time. :smile: Considering I'm sticking with DX9 for this engine, the issue I see with using deferred rendering is that I would still need to end up...
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    Multi-pass or deferred shading?

    A quick question, still slightly confused, is deferred shading (the actual deferred shading part, not the getting stuff into screen space part) normally done in a single pass (I assume by looping in the PS to calculate each light)?
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