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I am trying to integrate SMAA into my little engine, and I just finished integrating the edge detection part. The red/green edge texture is also generated. But it's hard for me to check whether I am integrating correctly since quite a lot of people reported the problems they met in #8 and #5. I don't see a final conclusion in these issues such as "DO flip the area/search texture" or "DO NOT use this PR #5". This makes me quite confused.
So I am wondering if you could give some final suggestions for the flipping issue.
Did you ever form a conclusion on this? I can't get a perceptible difference either way, flipping the LUTs causes the blend weights to only be present on the G channel.
I am trying to integrate SMAA into my little engine, and I just finished integrating the edge detection part. The red/green edge texture is also generated. But it's hard for me to check whether I am integrating correctly since quite a lot of people reported the problems they met in #8 and #5. I don't see a final conclusion in these issues such as "DO flip the area/search texture" or "DO NOT use this PR #5". This makes me quite confused.
So I am wondering if you could give some final suggestions for the flipping issue.
Besides, it seems that https://github.com/RobertBeckebans/RBDOOM-3-BFG provides a correct GLSL implementation and it got a lot of stars. I am going to refer to his code for a comparison.
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