Graf Zahl wrote:As for the speed, sorry, can't do much there. This algorithm is not very fast. Without texture precaching enabled it's probably useless. I could add some harddisk caching of the upscaled images but of course that'd fill the HD quite quickly because such images are huge.
No worries. To be fair, I don't think I'll find myself using it too often anyway. I guess that, if I do, it will be in simpler maps/projects.
To give you an idea of the kind of speed issues I experienced, if I start a game of "Burghead" without hqx enabled and move to the place in front of the inca HQ where I took the screenshots for the 3D floor decal bug (thanks for fixing that BTW) then call up the menu and enable hq4x by pressing the left arrow, it takes ~6 seconds before the menu becomes responsive again. During actual play, with hqx enabled, the delays aren't generally as long as that but pauses of a second or two are not unusual when first moving in to a new area.
It's a shame because I think it looks better than the ScaleX system but, I have to say, I'm not fully convinced by either.
I remember when EDGE first started using hqx, it was asked if you could also implement it into GZdoom. I think, at the time, you said that there were licensing issues. I take it that is no longer the case?
Oh, and another minor thing with hqx which is perhaps not worth opening a new bug report for, at the corner of each flat, there is a small dark dot. This is not really noticeable with hq2x but it is with 3 and 4.
[spoiler]these screenshots all taken in map02

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