This forum uses cookies
This forum makes use of cookies to store your login information if you are registered, and your last visit if you are not. Cookies are small text documents stored on your computer; the cookies set by this forum can only be used on this website and pose no security risk. Cookies on this forum also track the specific topics you have read and when you last read them. Please confirm whether you accept or reject these cookies being set.

A cookie will be stored in your browser regardless of choice to prevent you being asked this question again. You will be able to change your cookie settings at any time using the link in the footer.

Post Reply 
 
Thread Rating:
  • 6 Votes - 3.67 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Fullscreen Problem(Cannot use fullscreen option)
05-01-2011, 09:49 PM
Post: #65
RE: Fullscreen Problem(Cannot use fullscreen option)
(05-01-2011 08:29 PM)Hykem Wrote:  As there seems to be some misunderstandings concerning these features and what can and will be implemented for JPCSP, let me briefly explain this.
JPCSP renders 3D and 2D graphics, therefore, like Aredo initially thought, the main goal should be to come up with good filter solutions for both modes.
As hyperspeedgx noticed, the Bilinear filter was correctly renamed into Anisotropic.
If you check JPCSP's source code you will see that the filter that's really implemented is indeed the Anisotropic filter and not a Bilinear filter. It was mistakenly named as Bilinear due to other future purposes for those same filters.

So, concerning these filters in JPCSP, we have:
- 3D filters:
- Anisotropic filter: IMPLEMENTED - uses the LWJGL pipeline.
- Bilinear filter: NOT IMPLEMENTED - needs a manual implementation.
- Trilinear filter: NOT IMPLEMENTED - needs a manual implementation (based on bilinear).
- 2D filters: NOT IMPLEMENTED.

As you can see, anisotropic, bilinear and trilinear are all different filters. Anisotropic is the only one that's currently implemented in JPCSP, using LWJGL extended capabilities, and it's also the best of the 3D filters in question.
2D filters are, for example, Super Eagle, 2xSal and the hqnx algorithms (hq2x, hq3x). These are popular solutions employed in several emulators, which are now under investigation to be implemented in JPCSP. Wink

Thanks for clearing that up but I still don't get it. I know you know what you're talking about but I thought from everything I read/seen, bilinear was for sprites and other 2d stuff - that's what I use in snes9x, Gens, Mame, etc and it smoothes out 2d gfx nicely. I don't like most of the other 2d filters you mentioned since they go way overboard and make things like too contrasty/cartoony.

Hopefully, whatever those emus use for "bilinear" we can get implemented here so games like 2d fighters can not look pixelated like they do now.

Also, any update on the fullscreen feature by chance? Are you making progress on getting this working better and with non-native resolutions?

Intel Core i7 6700k @ 4.5 ghz. / GeForce GTX 970 / 16 Gig Ram / Win 10
Find all posts by this user
Quote this message in a reply
Post Reply 


Messages In This Thread
RE: Fullscreen Problem(Cannot use fullscreen option) - legend80 - 05-01-2011 09:49 PM

Forum Jump:


User(s) browsing this thread: 1 Guest(s)