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Allow FXAA to be used together with FSAA or SSAA (#16555)
This allows FXAA post-processing to be used together with FSAA or SSAA
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@@ -132,11 +132,11 @@ RenderStep *addPostProcessing(RenderPipeline *pipeline, RenderStep *previousStep
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<< "combination with post-processing by the current video driver." << std::endl;
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const bool enable_ssaa = antialiasing == "ssaa";
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const bool enable_fxaa = antialiasing == "fxaa";
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const bool enable_fxaa = g_settings->getBool("fxaa");
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verbosestream << "addPostProcessing(): AA = "
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<< (enable_msaa ? "msaa" : enable_ssaa ? "ssaa" : enable_fxaa ? "fxaa" : "none")
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<< " " << antialiasing_scale << "x" << std::endl;
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<< (enable_msaa ? "msaa" : enable_ssaa ? "ssaa" : "none")
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<< " " << antialiasing_scale << "x" << (enable_fxaa ? " + fxaa" : "") << std::endl;
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// Super-sampling is simply rendering into a larger texture.
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// Downscaling is done by the final step when rendering to the screen.
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@@ -336,6 +336,7 @@ void set_default_settings()
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settings->setDefault("enable_auto_exposure", "false");
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settings->setDefault("debanding", "true");
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settings->setDefault("antialiasing", "none");
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settings->setDefault("fxaa", "false");
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settings->setDefault("enable_bloom", "false");
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settings->setDefault("enable_bloom_debug", "false");
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settings->setDefault("enable_volumetric_lighting", "false");
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@@ -35,4 +35,10 @@ void migrate_settings()
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g_settings->set("touch_interaction_style", value ? "tap_crosshair" : "tap");
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g_settings->remove("touch_use_crosshair");
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}
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// turn FXAA into its own setting
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if (g_settings->get("antialiasing") == "fxaa") {
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g_settings->setBool("fxaa", true);
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g_settings->remove("antialiasing");
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}
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}
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