Marcousik Posted September 3, 2017 Share Posted September 3, 2017 First I 'll show you a screenshot of the game after I changed the resolution with the ingame Menu options from 1280*720 to 1920*1080: This is a pretty bad quality compareDto the next screenshot that was taken with the game starting with 1920*1080 (so without changing the resolution ingame) here is the code I changed for this:(main.lua) if System:GetProperty("devmode")=="1" then gfxmode.x = math.min(1920,gfxmode.x) --- ORIGINAL: gfxmode.x = math.min(1280,gfxmode.x) gfxmode.y = Math:Round(gfxmode.x * 9 / 16) windowstyle = Window.Titlebar else gfxmode.x = System:GetProperty("screenwidth",gfxmode.x) gfxmode.y = System:GetProperty("screenheight",gfxmode.y) windowstyle = Window.Fullscreen end And here is the screenshot: Other options staid the same. I noticed a problem too with the underwater shader from Shadmar. After switching to another resolution water light effects can be seen out of water area, but this shouldbe another topic. Link to comment Share on other sites More sharing options...
martyj Posted September 5, 2017 Share Posted September 5, 2017 I think I see what's going on. It looks like when you resize the screen via Leadwerks Options menu, it doesn't resize the context. So it draws a 1280x720 image on the context, then upscales to 1920x1080, which makes it blurry? Link to comment Share on other sites More sharing options...
Marcousik Posted September 5, 2017 Author Share Posted September 5, 2017 Yes I think you are right. Got the same idea, but difficult for me to tell in english. thx Link to comment Share on other sites More sharing options...
Josh Posted September 5, 2017 Share Posted September 5, 2017 If this is a third party shader then the problem is probably that the shader script doesn't detect the size change and create a new buffer. I have noticed this in a few of Shadmar's effects when I resize the editor window. My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Marcousik Posted September 5, 2017 Author Share Posted September 5, 2017 7 hours ago, martyj said: So it draws a 1280x720 image on the context, then upscales to 1920x1080, which makes it blurry? Josh, what about this ? Can this be corrected/updated ? Thx Link to comment Share on other sites More sharing options...
shadmar Posted September 13, 2017 Share Posted September 13, 2017 I doubt my (buffered) shaders will catch a resize. Try without any of mine and see if it goes away. HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
Marcousik Posted September 15, 2017 Author Share Posted September 15, 2017 Yes indeed removing 00_Underwater+Caustics shader from the posteffects solves the problem. Very well, so it's not a bug. Just have to remove/ re-Adding the shader with a script after the screen resolution size change to solve this. Link to comment Share on other sites More sharing options...
DooMAGE Posted September 15, 2017 Share Posted September 15, 2017 Wow I was like crazy trying to fix this same problem. Removing 00_Underwater+Caustics fixed my problem. It's a hard task to edit the shader? My Leadwerks games! https://ragingmages.itch.io/ Link to comment Share on other sites More sharing options...
Admin Posted March 12, 2019 Share Posted March 12, 2019 The bloom script shows how you can test to see if the window size changed and create a new buffer if it did. Link to comment Share on other sites More sharing options...
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