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Old September 23rd, 2006   #1 (permalink)
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Shader question

I've been trying out some shaders with Pete's ogl 2.8 and I really like the cellshade one for 3d games. However, in games that mix 2d and 3d, like FFVII Parasite Eve 2, although the 3d characters look nice, the 2d rendered backgrounds get kinda blurred or pixelated. I was wondering if there was any way to make a shader that would shade only the 3d parts of a game, but leave the 2d background alone?

Id try to do it myself but I have absolutely no programming skills
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Old September 24th, 2006   #2 (permalink)
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imo, you would have to modify the game to do some specific settings your asking, take note that the shaders that are being made for OGL2 is only Post filters/post processing effects, which means the effect is applied after the playstation emulator has rendered the scene.
you want to enable the level 2 texture filtering to smoothen out the pixelated areas (prerendered areas)
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Old September 28th, 2006   #3 (permalink)
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well, as I said I don't know much about programming, especially for the psx, but aren't 2d and 3d handled differently by the console? If so, then couldn't the gpu be modded to detect the 3d stuff and apply the shaders only to that?
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Old September 28th, 2006   #4 (permalink)
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No i don't believe that is possible, expecially from a shaders standpoint. You might want to try Guest.r's cartoon shaders for those and see if you like it. There are many shaders you might wish to consider for each of those games.
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Old September 29th, 2006   #5 (permalink)
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Quote:
Originally Posted by Merick View Post
well, as I said I don't know much about programming, especially for the psx, but aren't 2d and 3d handled differently by the console? If so, then couldn't the gpu be modded to detect the 3d stuff and apply the shaders only to that?
In every render mode (direct pbuffer texture, pbuffer copy, FBO) the plugin will produce a texture which contains the complete psx vram.
The fullscreen shaders will be applied when the currently visible part of this texture will be drawn (with a simple quad) to the gfx card's backbuffer.
Here an example of pbuffer/texture: the red edged part is the visible part. Ciao.
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Old October 1st, 2006   #6 (permalink)
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hmm... well, thx anyway
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