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Improve undersampling settings
The setting now accepts values between 1 and 8 in the Advanced Settings menu. Values 0 and 1 now behave the same way (setting it to 1 won't disable MSAA anymore), so there's no need to expose 0 as a value. This closes #8939.
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@ -508,10 +508,11 @@ texture_min_size (Minimum texture size) int 64
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# when set to higher number than 0.
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fsaa (FSAA) enum 0 0,1,2,4,8,16
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# Undersampling is similar to using lower screen resolution, but it applies
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# Undersampling is similar to using a lower screen resolution, but it applies
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# to the game world only, keeping the GUI intact.
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# It should give significant performance boost at the cost of less detailed image.
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undersampling (Undersampling) enum 0 0,2,3,4
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# It should give a significant performance boost at the cost of less detailed image.
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# Higher values result in a less detailed image.
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undersampling (Undersampling) int 1 1 8
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[**Shaders]
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@ -35,7 +35,7 @@ RenderingCorePlain::RenderingCorePlain(
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void RenderingCorePlain::initTextures()
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{
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if (!scale)
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if (scale <= 1)
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return;
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v2u32 size{scaledown(scale, screensize.X), scaledown(scale, screensize.Y)};
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lowres = driver->addRenderTargetTexture(
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@ -44,21 +44,21 @@ void RenderingCorePlain::initTextures()
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void RenderingCorePlain::clearTextures()
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{
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if (!scale)
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if (scale <= 1)
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return;
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driver->removeTexture(lowres);
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}
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void RenderingCorePlain::beforeDraw()
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{
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if (!scale)
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if (scale <= 1)
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return;
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driver->setRenderTarget(lowres, true, true, skycolor);
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}
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void RenderingCorePlain::upscale()
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{
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if (!scale)
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if (scale <= 1)
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return;
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driver->setRenderTarget(0, true, true);
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v2u32 size{scaledown(scale, screensize.X), scaledown(scale, screensize.Y)};
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