Supermodel/Src/OSD
Ian Curtis c039d08c03 Add supersampling anti-aliasing
Late christmas present. Due to the way alpha works on the model3 adding regular anti-aliasing doesn't really work. Supersampling is very much a brute force solution, render the scene at a higher resolution and mipmap it.

It's enabled via command line with the -ss option, for example -ss=4 for 4x supersampling or by adding Supersampling = 4 in the config file.

Note non power of two values work as well, so 3 gives a very good balance between speed and quality. 8 will make your GPU bleed, since it is essentially rendering 64 pixels for every visible pixel on the screen.
2023-12-26 18:25:03 +00:00
..
OSX Change Media folder to Assets folder. 2023-03-13 20:18:51 -07:00
SDL Add supersampling anti-aliasing 2023-12-26 18:25:03 +00:00
Unix Change Media folder to Assets folder. 2023-03-13 20:18:51 -07:00
Windows Windows app manifest added to enable PerMonitorV2 DPI awareness 2023-03-15 18:24:01 -07:00
Audio.h change all INT16 mixing/intermediate clamping to floats 2022-11-06 13:00:13 -08:00
FileSystemPath.h Change Media folder to Assets folder. 2023-03-13 20:18:51 -07:00
Logger.cpp fix a real error (m68kdasm) and some harmless performance warnings and use modern headers 2022-07-11 18:10:41 +02:00
Logger.h - Reworked logging system to support output to multiple outputs: files, stdout, stderr, and syslog (OutputDebugString on Windows, syslog on other systems). 2020-08-31 09:28:35 +00:00
Outputs.cpp njz3: Proper quadrophonic audio support. Need 4+ speakers to take advantage otherwise down mixed to stereo. 2022-06-09 21:10:39 +00:00
Outputs.h njz3: Proper quadrophonic audio support. Need 4+ speakers to take advantage otherwise down mixed to stereo. 2022-06-09 21:10:39 +00:00
Thread.h Getting rid of most of the includes from Supermodel.h; each file now explicitly includes the header files it needs. 2021-11-22 17:15:06 +00:00
Video.h Added OSD/Video.h to provide OSD-dependent video functionality. The static functions in here get called by Model3.cpp from within the render thread so that any OSD related rendering can also be run in parallel for a further speed increase. 2012-02-13 23:37:48 +00:00