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Suggestions for OpenGL users regarding the dds flipping issue? #15

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tigert1998 opened this issue Jan 18, 2024 · 2 comments
Open

Suggestions for OpenGL users regarding the dds flipping issue? #15

tigert1998 opened this issue Jan 18, 2024 · 2 comments

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@tigert1998
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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.

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.

@tigert1998
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My SMAA implementation is available at: https://github.com/tigert1998/tiger-game-engine/blob/smaa/engine/src/smaa.cc.

@jbritain
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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.

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