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[Release]Antialiasing
Discussion on [Release]Antialiasing within the Flyff PServer Guides & Releases forum part of the Flyff Private Server category.
01/19/2012, 20:53
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#1
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[Release]Antialiasing
Hi,
I want to share this with the com.
Open the d3dapp.cpp and find
Code:
hr = m_pD3D->CreateDevice( m_d3dSettings.AdapterOrdinal(), pDeviceInfo->DevType,
It's placed below #else.
Change
Code:
hr = m_pD3D->CreateDevice( m_d3dSettings.AdapterOrdinal(), pDeviceInfo->DevType,
m_hWndFocus, behaviorFlags, &m_d3dpp,
&m_pd3dDevice );
to
Code:
m_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
m_d3dpp.MultiSampleType = D3DMULTISAMPLE_NONMASKABLE;
m_d3dpp.MultiSampleQuality = 6;
m_d3dpp.BackBufferFormat = D3DFMT_R5G6B5;
m_d3dpp.EnableAutoDepthStencil = TRUE;
m_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
m_d3dpp.Flags = 0;
hr = m_pD3D->CreateDevice( m_d3dSettings.AdapterOrdinal(), pDeviceInfo->DevType,
m_hWndFocus, behaviorFlags, &m_d3dpp,
&m_pd3dDevice );
m_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
m_pd3dDevice->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE);
Finish.
Now the edge render is more detailed.
Mfg. Nubody
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01/19/2012, 21:17
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#2
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ベトナム警察
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Any Screen ?
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01/19/2012, 22:49
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#3
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Mit
Ohne
An der Laterne sollte man es eig. gut sehen.
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01/20/2012, 10:31
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#4
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Für mich sehen die Laternen gleich aus.
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01/20/2012, 10:37
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#5
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Es geht ja auch um die Kanten - bzw. in Flyff eher "Zacken" Glättung.
Man konnte das sehr gut an den alten Zäunen in Flaris erkennen.
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01/20/2012, 10:40
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#6
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Stimmt danke, aber an den Laternen sieht man es echt nicht :/
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01/20/2012, 10:41
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#7
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Doch, am Leuchtkegel der Laternen. Dort sind um den Leuchtkörper kleine zacken ^^
Vielleicht siehst du es nicht so extrem, da vllt. dein Bildschirm kleiner ist oder du weniger Kontrast am Bildschirm hast.
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01/20/2012, 10:58
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#8
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Man erkennt es auf Bildern weniger.
Auf Monster Flyff (die haben das schon länger) habe ich das eindeutig erkannt
und bekannte Flyff Models/Obj. sehen eindeutig besser aus.
__
Thanks for this release, very useful.
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01/20/2012, 13:58
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#9
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MonsterFlyff hat nicht nur das die haben auch AlphaBlending & MSAA ...
Bei denen Ist der Hintergrund weicher und die Character sind viel detailierter ^^
Jedoch hier beim AntiAliasing sieht man auch einen Großen undterschied es is nicht mehr so eklig eckig ^^
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01/20/2012, 17:06
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#10
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My neuz is crashing when I put this in.
I did exactly what you said and copied the code.
What am I doing wrong? =3=
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01/20/2012, 17:32
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#11
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i crash, please help
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01/20/2012, 18:13
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#12
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Sollte man nicht einbauen, da sonst viele spieler die kein leistungsstarken PC oder Notebook haben ins game kommen.
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01/20/2012, 18:30
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#13
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The Problem with crashing is, your Graphics card isnt compatible with the multisampling rate you have set in the source.
This means ANY computer that cannot accept 6x MSAA on youre client WILL crash....making this code UTTERLY redundant.
(you can see what i mean if u set the multisamplequality to 0, you wont crash)
You need to have the source detect whether ur graphics card is compatible to MSAA, and if it is, what level it can go to.
To do this you have to add a CheckDeviceMultiSampleType Function.
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01/20/2012, 18:42
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#14
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Quote:
Originally Posted by jcdace
The Problem with crashing is, your Graphics card isnt compatible with the multisampling rate you have set in the source.
This means ANY computer that cannot accept 6x MSAA on youre client WILL crash....making this code UTTERLY redundant.
(you can see what i mean if u set the multisamplequality to 0, you wont crash)
You need to have the source detect whether ur graphics card is compatible to MSAA, and if it is, what level it can go to.
To do this you have to add a CheckDeviceMultiSampleType Function.
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Thanks.
The funny thing is that I have 2 ATI Radeon HD 5790 graphics cards, 2gb each.
So it's odd that they don't support a simple x6 antialiasing lol.
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01/20/2012, 19:17
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#15
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Yeah my computer is a good one, can run skyrim in ultra settings on 16x MSAA =\ but on flyff only x2 for me.... very strange...
But here is my code to determine the MSAA x
Code:
DWORD MSQuality = 0;
m_pD3D->CheckDeviceMultiSampleType(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, TRUE, D3DMULTISAMPLE_NONMASKABLE, &MSQuality);
int MSQ = MSQuality - 1;
// --------------------------------------------------------------
// ... Below Will Display a message box on Start-Up with the AntiAliasing
// ... Multisample level Your Graphics card can handle .
// ---------------------------------------------------------------
// char msaaText[128];
// sprintf( msaaText, "Multi Sample Quality = x%d", MSQ );
// MessageBox( NULL, msaaText, "MSAA AMOUNT", MB_OK );
// -------------------------------------------------------------------
m_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
m_d3dpp.MultiSampleType = D3DMULTISAMPLE_NONMASKABLE;
m_d3dpp.MultiSampleQuality = MSQ;
m_d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
m_d3dpp.EnableAutoDepthStencil = TRUE;
m_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
m_d3dpp.Flags = 0;
m_d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
m_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
hr = m_pD3D->CreateDevice( m_d3dSettings.AdapterOrdinal(), pDeviceInfo->DevType,
m_hWndFocus, behaviorFlags, &m_d3dpp,
&m_pd3dDevice );
m_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
m_pd3dDevice->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE);
m_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
m_pd3dDevice->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL);
m_pd3dDevice->SetRenderState(D3DRS_ALPHAREF, (DWORD)8);
m_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, TRUE);
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[How to] Antialiasing (Kantenglättung) in Crossfire!!!
12/08/2010 - CrossFire - 33 Replies
---> Antialiasing / Kantenglättung <---
Heute zeige ich euch wie man die beliebte Kanteglättung auch in cf verwenden kann
obwohl es keine Einstellungsoption dafür in cf gibt!
Leider kann ich euch nur zeigen wie es mit nVidia grafikarten geht,
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