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3D produces blurry output

by Matthew Pettineo · in Torque X 2D · 04/05/2008 (9:22 am) · 3 replies

Hello everyone! Other the past few days I've been playing around with the free version of TorqueX in order to decide whether purchasing the source code would be a good option for my next project. One thing I haven't been able to figure out is that for the 3D starter project and FPS sample, the final output produced to the window (or screen in full-screen) is noticably blurry. I ran the app through PIX and it appears that the engine renderes everything to a render-target texture, and then in a final step uses a simple effect to copy the RT contents to the back-buffer. The shader assembly for the pixel shader looks fine (all it's doing is multiplying the RT color with some value named "opacity" that is set to 1.0), but the effect sets the texture sampler to use linear filtering which I think is causing the bluriness. Is there any way to disable this step, or make it work correctly?

Also one one other problem I was having was that trying to set "preferMultiSampling" to "true" in the XML settings file causes the engine to create a back-buffer and depth-stencil surface with a non-matching number of samples, which makes XNA throw an exception. Is this the proper way to enable MSAA, or am I missing some better and more obvious way of doing it?

Anyway thank you all in advance, and if I should just be reading some part of the documentation please just say so! I'd hate to waste anyone's time. :)

-MJP

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#1
04/05/2008 (9:44 am)
Hi Matt, do you have a screen capture that shows the blurry rendering? There is not much flexibility to change the rendering with the binary version. But with the pro version, you can change the shaders (including SimpleEffect.fx) and rendering code in any way you like. As for the multi-sampling property, I'll have to give that a try, it sounds like a possible bug.

John K.
#3
04/06/2008 (3:32 pm)
Hi John, thanks for your reply. Here's some screencaps I took with PIX: the first is the the screen-sized render target just before the final pass, and the second is the contents of the back-buffer after the final pass. The blurring is easiest to see where the sun is behind that beam, since the contrast is high.

http://img362.imageshack.us/img362/5335/rendertargetdi3.png

http://img206.imageshack.us/img206/5453/backbufferfj8.png

I did try turning on the SimulateFences property after reading that thread, but it didn't seem to have any effect. Also for reference I'm running this on an 8800 GTS in Vista, I also have an XP computer with an X1950 that I will try this on later once I install XNA and TorqueX on it.