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Topic:
Decal + Anti-Aliasing
[Locked] |
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Date Posted:
1/1/00 12:00am
Subject:
Decal + Anti-Aliasing
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I read on the Decal website that it doesn't work well with Anti-Aliasing. Is that still true? If so, why? Just wondering.
-N.
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Date Posted:
1/1/00 12:00am
Subject:
Decal + Anti-Aliasing
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Decal uses a type of drawing in DX that is old and inefficient. This is also why Decal Views cause such a huge framerate hit.
If you really want FSAA you can disable Decal View drawing: http://www.virindi.net/wiki/index.php/Virindi_Views#Advanced_tweaking
Doing that will cause you to lose access to normal Decal plugin UIs. Decal HUDs (and VVS views) will be unaffected.
-----signature-----
Virindi
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****Virindi Plugins FAQ**** http://www.virindi.net/wiki/index.php/Virindi_Plugins_FAQ
http://www.virindi.net - Virindi Tank, Follower, Integrator, Reporter, VCS5, XPHelper, Item Tool, HUDs, etc...
Decal Core Dev - http://www.decaldev.com
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Date Posted:
1/1/00 12:00am
Subject:
Decal + Anti-Aliasing
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Thanks for the info VI.  As to the DX mode utilized, other than digging through the code, do you have any information regarding it? I'm interested from a programming perspective.
Thanks,
-N.
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Date Posted:
1/1/00 12:00am
Subject:
Decal + Anti-Aliasing
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Decal sets D3DPRESENTFLAG_LOCKABLE_BACKBUFFER and then locks the buffer to draw to it.
Decal HUDs (DecalRender Service) and VVS both use D3DXSprite.
-----signature-----
Virindi
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****Virindi Plugins FAQ**** http://www.virindi.net/wiki/index.php/Virindi_Plugins_FAQ
http://www.virindi.net - Virindi Tank, Follower, Integrator, Reporter, VCS5, XPHelper, Item Tool, HUDs, etc...
Decal Core Dev - http://www.decaldev.com
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Date Posted:
1/1/00 12:00am
Subject:
Decal + Anti-Aliasing
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Thanks again for the info VI.
-N.
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