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Thread: Antialiasing in the background texture?

  1. #1
    Clicker Fusion 2.5 (Steam)

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    Question Antialiasing in the background texture?

    I've been working on a shader that uses the background texture, and I've noticed that there is no antialiasing.
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    If I change the shader to use the texture of the object/layer however, antialiasing is used.
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    Is it possible to somehow enable antialiasing in the background texture? I'd really like to have antialiasing but at the same time I'd prefer if I could use the background instead of the object's texture.

  2. #2
    Clicker Fusion 2.5 Developer

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    When declaring the sampler in the .fx file, you can define various parameters, including MinFilter and MagFilter, which are what you need.

    sampler2D bkd : register(s1) = sampler_state {
    MinFilter = Linear;
    MagFilter = Linear;
    };

    (make sure the register number matches the value in the .xml file)

    If I recall correctly, the valid values are "Linear" (anti-aliased) or "Point" (nearest-neighbour), but that might be wrong...
    Also, I gather Fusion now supports a newer type of shader (which I haven't investigated), so it might all be different now.

  3. #3
    Clicker Fusion 2.5 (Steam)

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    Worked perfectly for DX9, but it doesn't seem to work in the new DX11 shaders. Whenever I try to compile them I get some error about sampler_state being deprecated in strict mode. I tried to remove the strict mode flag from the compiler options and while the shader compiled fine, there's still no antialiasing whenever people use it in DX11 mode.

  4. #4
    Clicker Fusion 2.5 Developer

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    Seems to be a known issue: https://community.clickteam.com/threads/105504-Converting-DX9-shaders-to-DX11?p=746414&viewfull=1#post746414

    In DX11, the sampler state can no longer be set from within the shader (that's a limitation of DX11, not something Clickteam have done) - so the only way around it would be for Clickteam to add features to specifically provide access to the sampler state (via the shader's xml file, which essentially provides the interface between Fusion and shaders).
    I guess you need to petition Clickteam, and ideally provide examples of affected shaders, to give them reason to treat it as something worth their time...

  5. #5
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    This has already been added in the XML

    <sampler>
    <index>0</index>
    <filter>point</filter>
    <addressU>wrap</addressU>
    <addressV>wrap</addressV>
    </sampler>

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