CS 1.6 Weapons Textures pixelated Screenshots help
I've been searching for a solution to this issue until I decided to create an account here to see if anyone could help me. I already set all anti-aliasing settings on gpu to maximum possible quality, the issue isn't ingame. Ingame actually it looks like it should on the screenshots The problem is happening on .BMP and .TGA screenshot files I've tested launch options like -nomsaa -nofbo off and on and commands like gl_max_size 512/256/2048 gl_round_down 3/5/0 and other cmd and screenshots still look a bit pixelated in the weapons
See the differences on the awp scope and how jagged the borders are around it
This is how ingame looks, it has smooth borders around the scope and how the screenshot should look - https://i.imgur.com/CElU5cz.jpeg
This photo is taken off a bmp screenshot - https://i.imgur.com/TAUFjqb.jpeg
This is the actual bmp screenshot - https://i.imgur.com/Zrs6tsC.png
This is from a random youtube video a about how it should look - https://i.imgur.com/XQniTgU.png
I took these photos with my phone just to show that ingame it doesn't look pixelated. Its just the screenshots
You may wonder why I care about the screenshots bmp/tga weapons quality. Well, I use a method that binds a key and take every frame and then it put them together with another software to make a video for youtube
I use steam_legacy version also GL_LINEAR_MIPMAP_LINEAR
Does anyone know a possible solution to this or what else should I try?
Thank you
Sorry for grammar mistakes
maybe in-game screenshots are taken before post-processing happens so you see no anti-aliasing on screenshots?
Also, the GL_LINEAR_MIPMAP_LINEAR option affects texture filtering only.
I don't know much about it so I can't really help here
After a bit of research about this I've found that I lack this open GL extension GL_EXT_framebuffer_multisample_blit_scaled
"GL_EXT_framebuffer_multisample_blit_scaled is an OpenGL extension that enables blitting (copying) between multisampled framebuffers, including the option to scale the blit operation. This extension is particularly useful for efficient rendering and post-processing techniques involving multisample antialiasing (MSAA)."
Could it be the cause of jagged anti aliasing on the screenshots? Ingame it does looks fine Is there any possible solution? like install it manually? any software or method to turn it on?
This is how it looks ingame - https://i.imgur.com/Jbr4waj.jpeg Screenshots taken - https://i.imgur.com/ANqXG6Q.jpeg
Launch options: -directblit -dxlevel 95 -high +gl_ansio 16 +toggleconsole +exec userconfig.cfg +viewdemo -high
Any help is appreciated guys
My gl_dump shows this:
GL Vendor: Intel GL Renderer: Intel(R) HD Graphics 4600 GL Version: 4.3.0 - Build 20.19.15.4364 GL Extensions: GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_texture_edge_clamp GL_EXT_separate_specular_color GL_ARB_map_buffer_alignment GL_ARB_conservative_depth GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_ARB_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_SUN_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_ARB_fragment_program_shadow GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_color_buffer_float GL_ARB_half_float_pixel GL_ARB_texture_float GL_ARB_pixel_buffer_object GL_EXT_framebuffer_object GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_ARB_occlusion_query2 GL_EXT_draw_buffers2 GL_WIN_swap_hint GL_EXT_texture_sRGB GL_ARB_multisample GL_EXT_packed_float GL_EXT_texture_shared_exponent GL_ARB_texture_rg GL_ARB_texture_compression_rgtc GL_NV_conditional_render GL_ARB_texture_swizzle GL_EXT_texture_swizzle GL_ARB_texture_gather GL_ARB_sync GL_ARB_cl_event GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float GL_EXT_transform_feedback GL_ARB_transform_feedback2 GL_ARB_draw_indirect GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_ARB_framebuffer_object GL_ARB_framebuffer_no_attachments GL_EXT_texture_array GL_EXT_texture_integer GL_ARB_map_buffer_range GL_ARB_texture_buffer_range GL_EXT_texture_snorm GL_ARB_blend_func_extended GL_INTEL_performance_query GL_ARB_copy_buffer GL_ARB_sampler_objects GL_NV_primitive_restart GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_uniform_buffer_object GL_ARB_depth_clamp GL_ARB_vertex_array_bgra GL_ARB_shader_bit_encoding GL_ARB_draw_buffers_blend GL_ARB_geometry_shader4 GL_EXT_geometry_shader4 GL_ARB_texture_query_lod GL_ARB_explicit_attrib_location GL_ARB_draw_elements_base_vertex GL_EXT_shader_integer_mix GL_ARB_instanced_arrays GL_ARB_base_instance GL_ARB_fragment_coord_conventions GL_EXT_gpu_program_parameters GL_ARB_texture_buffer_object_rgb32 GL_ARB_compatibility GL_ARB_texture_rgb10_a2ui GL_ARB_texture_multisample GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_timer_query GL_ARB_tessellation_shader GL_ARB_vertex_array_object GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_texture_cube_map_array GL_EXT_gpu_shader4 GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_INTEL_fragment_shader_ordering GL_ARB_fragment_shader_interlock GL_ARB_clip_control GL_ARB_shader_subroutine GL_ARB_transform_feedback3 GL_ARB_get_program_binary GL_ARB_separate_shader_objects GL_ARB_shader_precision GL_ARB_vertex_attrib_64bit GL_ARB_viewport_array GL_ARB_transform_feedback_instanced GL_ARB_compressed_texture_pixel_storage GL_ARB_shader_atomic_counters GL_ARB_shading_language_packing GL_ARB_shader_image_load_store GL_ARB_shading_language_420pack GL_ARB_texture_storage GL_EXT_texture_storage GL_ARB_compute_shader GL_ARB_vertex_attrib_binding GL_ARB_texture_view GL_ARB_fragment_layer_viewport GL_ARB_multi