Therefore, I made the minimal work of adapting those changes to r278. It compiles and it works.

The patch is attached here:
Moderator: Graf Zahl
I like the second idea better. Since this filter is somewhat more "static" than something like AA, AF, or trilinear, it would make sense to perform HQ on all the textures on startup and when the options are changed, then simply use the HQ-ed textures instead of non-HQed ones. This could work a lot faster than repeatedly doing the filter every time, given enough memory.Chris wrote:I'd actually like to see the smart filter implemented, personally, for both sprites and textures. I imagine it could be done in real-time with fragment programs and proper data packing. But even if not, you could precalculate images that are 4 or 8 times the size of the original, then DXT compress them when sending to the card.
FYI, the filtering is not the HQNX filtering from ZDoom, but the ScaleNX Filter from http://scale2x.sourceforge.net/snapshot1.html. The author of HQNX never answered my mail, so to prevent any licensing problems I didn't use this filter albeit it looks nicer.Gez wrote:[Apparently, Torr managed to make a deal with the author to include the HQ filters in Skulltag in exchange for keeping that tiny part of the code open.
Torr Samaho wrote:I decided to release the code not because I have to, but because I want to. I'm a friend of open source myself, which likely is not too obvious since Skulltag is closed source. I can't release Skulltag's source without Carnevil's permission, but I can release anything that I wrote on my own.
It sounds like you and Carn may not be too far away from agreeing with each other on this point. Can any progress be made towards at least releasing some more of the not-sensitive code?Over at Zdoom Carnevil wrote:That was also never the stance of anyone in charge of coding Skulltag. aabra may have said something to that effect, but it isn't anything Torr or I have agreed with, and aabra hasn't ever been in charge of the code. Don't put words in my or Torr's mouth.Graf Zahl wrote: No, it isn't. Saying that releasing the source can't be done because the source may be abused is one thing. But indirectly saying that the source won't be released so that bugs don't need to be fixed is just a slap in the face of the open source community. That's an attitude I will never accept.
I think you misunderstood Carn's post. He didn't mention his stance on opening the source in the quoted post in any way. He just made clear that none of the Skulltag developers endorses censorship of security related information in any way.Enjay wrote:It sounds like you and Carn may not be too far away from agreeing with each other on this point. Can any progress be made towards at least releasing some more of the not-sensitive code?
Done. I haven't been able to monitor the GZDoom forums lately, so I wasn't aware of the issue.Enjay wrote:As a side issue, there has been a bug with models sitting in the bugs forum for some time now. It relates to a feature that you submitted (model rotation). Any chance that it could be looked at by you?