Hi
@Tizzio. I take a look of the new GLR rendering mode :
- REEDITED : I solve my issue with the pixelation problem, i change this part of code in "glr_draw_gamma"...
Original :
Code:
var offsetX = 0, offsetY = 0, sizeX = 0, sizeY = 0;
if(view_xview < 0){
offsetX = floor(view_xview) - view_xview;
sizeX = -offsetX;
}
else
sizeX = view_xview - floor(view_xview);
if(view_yview < 0){
offsetY = floor(view_yview) - view_yview;
sizeY = -offsetY;
}
else
sizeY = view_yview - floor(view_yview);
draw_surface_stretched(global.GLR_MAIN_SURFACE, offsetX, offsetY, sur_w + sizeX -0.01, sur_h + sizeY -0.01)
Edited:
Code:
/// Application surface use screen coordinates....
draw_surface(global.GLR_MAIN_SURFACE, 0, 0 );
Anyway, with this method you are limited to the screen buffer size, and all appears more blury if you set the stage interpolated or pixelated if not, zooming in/out the views, you loose all quality definition..so, this is my second question:
- In the scrpit "glr_draw_gamma", in the description, relative with the
argument0, you are talking about you can pass this shaders in appication_surface or other surface, but i was not able to do in other surface. Can you explain the method to pass the script with another surface?
- Is posible due a workaround to render in Draw_event? Passing 2 surfaces instead of 1? to solve drawing lights in that event (knowing you are loosing in performace)?
- I use other triangulate script and i managed my work with it, and i want profit this triangles to do everything instead of make another triangle list, so is posible you can create a script to set the mesh from a triangles list?
"
glr_mesh_add_from_triangle_list"?.