After some discussion and testing, it has become apparent that the bluriness and twinkling from texture filtering and mis-aligned texel to pixel mappings is a much bigger issue than I originally thought it to be. As such, resolving this issue has been moved from somewhere near the bottom of the TODO list, to the very top.
Yesterday I was playing around with a few hacks, and this evening I cleaned these up a little more. I have posted a version of demo 7 than runs with these fixes in place. I suggest that you compare this version of the demo with the 'normal' version available from the downloads area; especially at lower resolutions like 800x600.
Feedback is requested on the difference between the two versions, and any problems that you see.
Link removed. Fix is now in place
CE.
Blurry / Twinkling CEGUI
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- CrazyEddie
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Blurry / Twinkling CEGUI
I have checked out both versions. I would say this is a major improvement. I detected no problems on the new version. The old version would flicker and even when not moving the text could be blurred or less bright. Dragging items it still remains clear and flicker free in the new build.
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Blurry / Twinkling CEGUI
Thanks
I've added a poll to the thread...
I've added a poll to the thread...
Blurry / Twinkling CEGUI
You may guess whos vote is this first one
Great you're taking care of that misalignment.
Guyver
EDIT: IT LOOKS AMAZING NOW! OMG, I love CEGUI
Great you're taking care of that misalignment.
Guyver
EDIT: IT LOOKS AMAZING NOW! OMG, I love CEGUI
Blurry / Twinkling CEGUI
The 'fixed' demo looks nice and sharp. But it I see some weird 'floating' or shifting on some of the widgets and text when I move a window. But it's still a great improvement!
Blurry / Twinkling CEGUI
I agree too that its a big improvement. In Ogre OpenGL mode there is almost no noticeable twinkling or shimmering. In Ogre Dx9 mode there is still a slight shimmering of lines and shifting of text but overall its an improvement.
- CrazyEddie
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Blurry / Twinkling CEGUI
Okay guys, thanks for the input.
I know what causes the floating/shifting of certain parts. I'll fix this as well, though it means adding code to some of the rendering methods in the widgets (which I really wanted to avoid, though this is not possible if I want perfection )
If everything goes okay, all the fixes will be committed together some time on (or around) Wednesday of this week.
CE.
I know what causes the floating/shifting of certain parts. I'll fix this as well, though it means adding code to some of the rendering methods in the widgets (which I really wanted to avoid, though this is not possible if I want perfection )
If everything goes okay, all the fixes will be committed together some time on (or around) Wednesday of this week.
CE.
- CrazyEddie
- CEGUI Project Lead
- Posts: 6760
- Joined: Wed Jan 12, 2005 12:06
- Location: England
- Contact:
Blurry / Twinkling CEGUI
The changes for this fix are now in CVS (actually did this Monday evening). Most of the issues are resolved, if you spot any I may have missed let me know.
For info: The fix has been implemented via a preprocessor macro. This enables the method used to implement the fix to be changed easilty if this is required. I have also added an option in CEGUIConfig.h that allows the fix to be disabled if anybody wants to go back to the old way things were done.
CE.
For info: The fix has been implemented via a preprocessor macro. This enables the method used to implement the fix to be changed easilty if this is required. I have also added an option in CEGUIConfig.h that allows the fix to be disabled if anybody wants to go back to the old way things were done.
CE.
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