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Blurry pixels?
#2
Thanks for your appreciation! I'm glad you're enjoying it  Smile

There is an additional element that contributes to blurriness, but it's hardcoded inside the CRT effect and can't be disabled. There is a 1-pixel wide horizontal blur that blends together any two adjacent pixels. This is needed to emulate the horizontal smear produced by legacy RF transmission. This defect was exploited by many graphics designers, specially for the sega genesis, where alternation color on vertical line strips were used to get more colors and fake 50% transparency. Without this blurring, if you load this kind of artwork in tilengine, you'll see the ugly alternating lines instead of the expected mixed color.

However this RF blurring effect should be selectable. Other systems with better color support, hardware blending or cleaner signal (SNES, arcade boards) didn't exploited (or shown at all) this behavior, introducing an artificial excessive blurring in your artwork. I'm learning/playing with shaders, my intention is to rewrite the effect, taking advantage of GPU acceleration with a better effect using less resources, as the current implementation uses CPU.
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Messages In This Thread
Blurry pixels? - by RootBeerKing - 11-14-2019, 11:02 PM
RE: Blurry pixels? - by megamarc - 11-15-2019, 02:46 AM
RE: Blurry pixels? - by RootBeerKing - 11-15-2019, 07:07 AM
RE: Blurry pixels? - by megamarc - 11-15-2019, 07:42 AM
RE: Blurry pixels? - by RootBeerKing - 11-15-2019, 09:19 AM
RE: Blurry pixels? - by megamarc - 11-15-2019, 07:49 PM
RE: Blurry pixels? - by RootBeerKing - 11-15-2019, 10:14 PM

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