Axel Gneiting

Results 46 comments of Axel Gneiting

I tried that fix as well and it causes another error then `D3D11 ERROR: ID3D11DeviceContext::ResolveSubresource: Source Resource must not have the D3D11_BIND_DEPTH_STENCIL flag set. [ RESOURCE_MANIPULATION ERROR #292: DEVICE_RESOLVESUBRESOURCE_SOURCE_INVALID]` I...

Create a frame buffer with a color and depth MSAA texture. Sample the color texture in a separate pass. Crash, because it tries to resolve MSAA depth via ResolveSubresource, which...

Just anything with MSAA that also uses depth and then later has a pass that reads the color texture for e.g. post process? Seems like a pretty standard case if...

> `BGFX_TEXTURE_RT_WRITE_ONLY` I wouldn't consider a depth buffer to be "write only". If it means "no sampled/no resolve" then the flag should be renamed.

You need to actually generate mipmaps after rendering the warp image to fix this

I'm conflicted on this. On one hand it's probably a good idea, but I really would like to get this implemented in QuakeSpasm first.

Not clear if this is actually a bug on vkQuake side, so marking this enhancement for now

Is the resampling algorithm bad or what's the concrete issue? Proper resampling does not cause aliasing, nor does it "mute the top ends" as long as the target sample rate...