Timeline for High resolution screenshot
Current License: CC BY-SA 3.0
8 events
when toggle format | what | by | license | comment | |
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Mar 11, 2017 at 10:30 | comment | added | Derag | @trichoplax Post processes need information from whole screen (some needs few previous frames but in this case it can be ignored) | |
Mar 11, 2017 at 4:56 | review | Close votes | |||
Mar 14, 2017 at 14:56 | |||||
Mar 10, 2017 at 21:13 | comment | added | trichoplax is on Codidact now | What information do your post processing effects require? Do they just need the immediately neighbouring pixels or more distant data? | |
Mar 10, 2017 at 11:49 | comment | added | Derag |
@user1118321 I edit post with more details. @PaulHK In your solution screenspace effects like SSR will be broken due to lack information.
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Mar 10, 2017 at 11:47 | history | edited | Derag | CC BY-SA 3.0 |
added 226 characters in body
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Mar 10, 2017 at 8:34 | comment | added | PaulHK | I guess you could divide your view fustrum into a grid and render it to several separate render targets. Your post processing shaders need to be able to deal with sub sections (say a full screen vignette would have UV coordinate inputs, you would be passing in sub-rectangles of UVs to render sections of it), you should be able to restitch the output textures together without artefacts. | |
Mar 10, 2017 at 3:45 | comment | added | user1118321 | There's not a lot of information to go on here. What OS are you on? What are you trying to take a screenshot of? What is it going to be output on? What makes you think that it's even possible to take a screenshot at a higher resolution than the screen? Also, you mention rendering in your last sentence. What are you rendering? And how are you rendering it? | |
Mar 9, 2017 at 10:35 | history | asked | Derag | CC BY-SA 3.0 |