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Guru3D.com » Downloads » SweetFX Shader Suite Download Version 1.5.1

SweetFX Shader Suite Download Version 1.5.1

Posted by: Hilbert Hagedoorn on: 09/30/2013 06:51 AM [ 1718 comment(s) ]

Advertisement


Download SweetFX Shader Suite Download Version 1.5.1 -  SweetFX is a universal image improvement and tweaking mod, that works with almost any 32-bit DirectX 9, 10 or 11 game or application.

This software is made by Guru3D's own CeeJay.dk and as will be supported here on Guru3D.com to the fullest extend. The goal of this software is to  provide similar tools to games in realtime, as video processing software provides for movies and videos. You will need some technical grasp to be able to work with this software though. As such we recommend you to read the information below carefully. 

This is the download mirror for SweetFX - Current version is 1.5

I'll be posting new releases here and you can discuss SweetFX and share settings here too (use the code tag and optionally the spoiler tag when posting settings). We are also very happy to see your screenshots but try not to post full size screenshots as they break the forum format. Post images no wider than 1024 pixels that link to the full size screenshots instead. If you post a lot you may also consider using the spoiler tag.

News and links

There is a great SweetFX Borderlands 2 specific guide on youtube by TheAdipose. So if you have trouble figuring out the instructions in the SweetFX readme, maybe seeing it being used and configured will help.
He's just making started a series of new guides for SweetFX:

Part One - what is sweetfx?
Part two - your first tweaks

Terrasque have made a GUI tool that makes it easier to install and configure SweetFX. He calls it SweetFX Configurator

Those of you with an AMD card will be happy to learn that the latest RadeonPro beta now supports SweetFX and can run all the effects without relying on the InjectSMAA injector.
This makes it easy to use with RadeonPros many other cool features, but most importantly this also works with 64bit executables, which the InjectSMAA injector that SweetFX currently ships with does not.
It is however an AMD only tool otherwise I would probably have chosen to it as the default injector I develop SweetFX for.

What is it?

So in case you're new to SweetFX Shader Suite (or just SweetFX), it's a mod built on the InjectSMAA shader injector, that allows you to apply a suite of post processing shader effects to your games.

You may have tried another shader injection mod before, like InjectFXAA, InjectSMAA or FXAAtool. SweetFX improves upon all of these.

You can add SMAA anti-aliasing , sharpening and tweak the color, gamma , exposure and more.
It's meant to allow you to improve the look of your games and change the look and mood of it to your liking.
If you use SMAA antialiasing instead of MSAA or an even more expensive antialaliasing technique you can also make the game run faster (than with MSAA)

 


Skyrim with mods/ENB 


Skyrim with mods/ENB + SweetFX


Compatibility

It works with all graphics cards as long as they support at least shader model 3. That's all cards produced after 2002 (give or take).

It does not work with 64bit game executables yet, however 64bit support should be coming in the near future - so far use the 32bit version of your game if it gives you a choice between 32 and 64bit.

It should work on Windows 2000 and newer, both 32bit and 64bit. So far tested working on WinXP , Vista , Win7 and Windows 8.
It may work on Linux using Wine - please report your findings.

It does not work well with most programs that overlay an image onto the game. It has a workaround for the Steam overlay so that will work, and you can make overlays based on Rivatuner OSD work as well with a compability setting in those overlays , but other overlays may prevent SweetFX from making changes to the image or outright crash the game - turn those off.

Version 1.5

SweetFX is a universal image improvement and tweaking mod,
that works with almost any 32bit (and hopefully soon 64bit) DirectX 9, 10 or 11 game or application.

It's goal is provide similar tools to games in realtime, as video processing software provides for movies and videos.

It runs on all Windows versions from Windows 2000 and up. Both 32bit and 64bit.
It works perfectly with all cards that can run DirectX9 games and support shader model 3. (that's all cards since the Ati Radeon X1xxx and Nvidia Geforce 6xxx series)
Some of the effects will even work on cards so old that they can only run shader model 2. (Ati Radeon 9xxx to X8xx series and the GeForce FX 5xxx series)
- there is a compability setting that enables support for these really old cards in /SweetFX/SweetFX_compatibility_settings.txt

Effects included:

* SMAA Anti-aliasing : Anti-aliases the image using the SMAA technique - see http://www.iryoku.com/smaa/
* FXAA Anti-aliasing : Anti-aliases the image using the FXAA technique - currently only work under DirectX9. Use the d3d9.dll found in \SweetFX\dlls\FXAA DX9 dll\ for this.
* Explosion : Scatters the pixels similarly to the Explosion filter in Irfanview
* Cartoon : Creates an outline-effect that makes the image look more cartoonish.
* Advanced CRT : Mimics the look of an old arcade CRT display.
* LumaSharpen : Sharpens the image, making details easier to see
* Bloom : Makes strong lights bleed their light into their surroundings
* HDR : Mimics an HDR tonemapped look
* Levels : Sets a new black and white point. A fast and easy way to increase contrast but it causes clipping. The Curves effect does this in a more subtle way without causing clipping.
* Technicolor : Makes the image look like it was processed using a three-strip Technicolor process - see http://en.wikipedia.org/wiki/Technicolor
* Cineon DPX : Makes the image look like it was converted from film to Cineon DPX. Can be used to create a "sunny" look.
* Monochrome : Removes colors from the image so it appears as if shot on black and white film.
* Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (and typically does it better then the Tonemap effect)
* Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
* Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
* Curves : Contrast adjustments using S-curves - without causing clipping.
* Sepia : Sepia tones the image - see http://en.wikipedia.org/wiki/Sepia_tone#Sepia_toning
* Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. - see http://en.wikipedia.org/wiki/Vignetting )
* Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts - see http://en.wikipedia.org/wiki/Dithering#Digital_photography_and_image_processing )
* Border : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes.
* Splitscreen : Enables the before-and-after splitscreen comparison mode.

* Custom : A template to allow other to more easily program their own shader. Just edit /SweetFX/Shaders/custom.h (some programming knowledge required)

 




Tagged as: SweetFX, SweetFX Download


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    « Intel WHQL Graphics Driver Windows 7 and 8 Download version 15.28.7.2867 · SweetFX Shader Suite Download Version 1.5.1 · FXAA Post Process Injection Tool Download »

    69 pages « 2 3 4 5 > »

    N1GhTW4lK3R
    Senior Member
    Posts: 596
    Joined: 2012-11-18

    #4558392 Posted on: 03/20/2013 04:32 PM
    Does anyone know if this works with Sim City?

    darkninjavn
    Junior Member
    Posts: 9
    Joined: 2013-02-03

    #4558424 Posted on: 03/20/2013 05:29 PM
    l.a. noire












    setting: http://sfx.thelazy.net/games/preset/234/

    ninjafada
    Senior Member
    Posts: 308
    Joined: 2012-10-01

    #4558439 Posted on: 03/20/2013 05:53 PM
    ok could find a working image viewer using dx9 so i made one

    Dx9 image viewer v1 : http://ninjafada.com/sweetfx/DX9IV.7z

    unpack in a new folder, unpack sweetfx in the same folder

    you have a file named testImage.jpg replace it with the screenshot you want to display

    for now i made 2 exe to open a 1920x1080 and 1920x1200 window, the testImage.jpg will be loaded inside so can't exceed this size

    now working on changing the size of the window using the size of the image :p

    conan2k
    Member
    Posts: 43
    Joined: 2013-03-05

    #4558459 Posted on: 03/20/2013 06:17 PM
    If you're a redditor then I've have just announced the new version in /r/games/ , where I'm also taking questions.


    CeeJay, the TPXAA/PXAA technique implemented in PtBi, which you are mentioning in your post on reddit, looks very interesting. Would it be possible to port TPXAA/PXAA to SweetFX? It could be a good alternative to SMAA (instead of FXAA).

    I realize this will need to be supported by the injector, however, Boulotaur2024 might kindly agree to look into it...

    EDIT: Hmm, it seems that the given AA techniques are quite slow according to what I've found on the Internet (~10ms for 1080 frame). So, it makes little sense to port them in any event.

    vejn
    Senior Member
    Posts: 1002
    Joined: 2010-12-14

    #4558503 Posted on: 03/20/2013 07:22 PM
    Also CeeJay, could you implement FPS limiter and maybe Vsync in next release ?

    ninjafada
    Senior Member
    Posts: 308
    Joined: 2012-10-01

    #4558508 Posted on: 03/20/2013 07:29 PM
    CeeJay.dk you should add in the 1st post what you can't / won't do

    they will ask the same things again and again w/o searching the previous posts ^^

    ISTFFShark
    Junior Member
    Posts: 4
    Joined: 2013-03-18

    #4558543 Posted on: 03/20/2013 08:13 PM
    @Marcel

    Is it possible that you upload your Sweet FX presets on this site ? http://sfx.thelazy.net/games/

    I really like your presets and i think this site is a easy way to get them.
    Please, please think about it :)

    kaicooper
    Senior Member
    Posts: 453
    Joined: 2012-11-19

    #4558628 Posted on: 03/20/2013 10:13 PM
    im trying to play Sniper Elite v2 with sweetfx 1.3 and crashes

    full path: D:\Sniper Elite V2\bin\
    redirecting D3D11CreateDeviceAndSwapChain
    redirecting CreateDXGIFactory1
    redirecting IDXGIFactory1->CreateSwapChain
    initialising shader environment

    ninjafada
    Senior Member
    Posts: 308
    Joined: 2012-10-01

    #4558673 Posted on: 03/20/2013 11:14 PM
    the log show sweetfx is working so look for a overlay like afterburner osd

    00marshall00
    Junior Member
    Posts: 1
    Joined: 2013-03-20

    #4558690 Posted on: 03/20/2013 11:37 PM
    Sweetfx farcry.3

    Can someone help pls.

    Im trying to use sweetfx with farcry3. Im in dx9 mode. It seems that when I add the two .dll files into the bin folder it prevents the game from loading. But having followed several tutorials etc these files should be in this folder.

    I have tried removing the dx11.dll file and dx11 application start file into another folder to seperate the dx9/dx11 files from conflicting.

    Just scratcing my head now as to whats stopping it from loading. I have followed motages and mores utube tutotial.....

    Thanks

    Boulotaur2024
    Senior Member
    Posts: 143
    Joined: 2012-12-27

    #4558713 Posted on: 03/21/2013 12:01 AM
    I also use GTA:SA ENB v0.075 if that makes a difference, but the original injectSMAA works for me from here : http://mrhaandi.blogspot.co.nz/p/injectsmaa.html

    @EDIT:
    I have even deleted all my SweetFX related files, and re-applied SweetFX 1.4, and enabled SMAA only, and maxed out the setts; and don't see a difference. Even when using the splitscreen shader, I don't see a difference. Still very jagged aliased edges.Works fine here, using the new injector, with or without ENB. Make sure you dont use any overlays ?

    CeeJay, the TPXAA/PXAA technique implemented in PtBi, which you are mentioning in your post on reddit, looks very interesting. Would it be possible to port TPXAA/PXAA to SweetFX? It could be a good alternative to SMAA (instead of FXAA).

    I realize this will need to be supported by the injector, however, Boulotaur2024 might kindly agree to look into it...

    EDIT: Hmm, it seems that the given AA techniques are quite slow according to what I've found on the Internet (~10ms for 1080 frame). So, it makes little sense to port them in any event.Yeah that got me interested at the time, but afaik Durante never released any source-code, for a reason I guess... maybe I could ask him, he's often on Neogaf

    I don't post a lot because I'm drowning... I mean working on DX11... I got SMAA working in DX10, but not in DX11... Well, actually it "works"... but only on the first frame it's applied and then I get a black screen after that... Frustrating as hell... I'm tired as hell too... we'll see this week-end.

    Congrats for the 1.4 release, curves applied on full rgb spectrum is the best addition to the package imo, Tomb raider -and any other dull-looking games- should look much better with strong curves like CineStyle applied to both luma and chroma, try it.

    Gramps
    Member
    Posts: 84
    Joined: 2012-12-31

    #4558740 Posted on: 03/21/2013 12:47 AM
    Will try again tonight, maybe I missed something.
    I don't use any overlays like RadeonPro (although I want to; will test the BETA with SweetFX as CeeJay said @ some point)

    I would've expected the game to crash if I had overlay's running?
    Every other effect/shader works fine except for SMAA, but the log says its running.

    conan2k
    Member
    Posts: 43
    Joined: 2013-03-05

    #4558748 Posted on: 03/21/2013 01:06 AM
    I don't post a lot because I'm drowning... I mean working on DX11... I got SMAA working in DX10, but not in DX11... Well, actually it "works"... but only on the first frame it's applied and then I get a black screen after that... Frustrating as hell... I'm tired as hell too... we'll see this week-end.


    There is no reason to be upset. Your progress is simply astonishing! Sometimes you just need to sleep over a problem... ;)

    As for TPXAA/PXAA, the game is not worth the candle. These AA techniques are way too slow for anything beyond 720p according to Durante.

    IMO it would be more practical to work on SMAA S2x for DX10/11 (which should be doable) once injectors are ready. BTW, would it be possible to implement an option to force Triple Buffering in your injectors?

    somebody2978
    Member
    Posts: 41
    Joined: 2009-01-09

    #4558885 Posted on: 03/21/2013 06:16 AM
    Well it seem like a new better injector is required then.
    Boulousaur did mention that his injector needed more work for Tomb Raider so maybe now that SweetFX 1.4 is done I could help him - unless I decide to work on stuff for 1.5.
    Meanwhile I think you best bet is Boulousaurs injector and Tomb Raiders own anti-aliasing options.
    OK, I hope to have more luck in the future . SMAA I found it even better than the variants MSAA because it smooths quite well, practically no damage textures and has good performance.
    The truth is that FXAA I find unsatisfactory in any of its versions:

    FXAA of the driver (nvidia): has very good performance, but blurs the image a lot.

    FXAA Injector: it looks a little better, but performance usually drops a little more.

    FXAA from game: performs well and blurs not much, but the smoothing is more irregular.

    SMAA in v1.3 was perfect... :(

    QuadReaktor
    Senior Member
    Posts: 161
    Joined: 2012-11-28

    #4558940 Posted on: 03/21/2013 09:32 AM
    Question: How do I know which code for the color is (Lift Gamma Gain) ?


    Push...

    Gramps
    Member
    Posts: 84
    Joined: 2012-12-31

    #4558958 Posted on: 03/21/2013 10:26 AM
    How do I know if using SweetFX is going to get me banned or not? I've heard that using graphics enhancing injectors can you get you banned from some games .. ?

    Gramps
    Member
    Posts: 84
    Joined: 2012-12-31

    #4558983 Posted on: 03/21/2013 11:25 AM
    Works fine here, using the new injector, with or without ENB. Make sure you dont use any overlays ?


    I'm not using any overlays at all. Have even closed down STEAM.
    SweetFX and all shaders are working fine, just not SMAA.
    In-Game AA is turned off as well, and I'm running it @ 1400*1050.

    I opened up a Command Prompt as Administrator, and used the in-built 'tasklist' command, to output the below file

    Image Name PID Session Name Session# Mem Usage
    ========================= ======== ================ =========== ============
    System Idle Process 0 Services 0 24 K
    System 4 Services 0 740 K
    smss.exe 268 Services 0 80 K
    csrss.exe 372 Services 0 2,292 K
    wininit.exe 456 Services 0 156 K
    csrss.exe 492 Console 1 7,584 K
    services.exe 516 Services 0 5,644 K
    lsass.exe 532 Services 0 7,544 K
    lsm.exe 540 Services 0 1,936 K
    winlogon.exe 608 Console 1 2,112 K
    svchost.exe 688 Services 0 4,676 K
    svchost.exe 776 Services 0 5,420 K
    MsMpEng.exe 840 Services 0 47,820 K
    atiesrxx.exe 952 Services 0 1,048 K
    svchost.exe 984 Services 0 13,008 K
    svchost.exe 128 Services 0 7,900 K
    svchost.exe 288 Services 0 15,264 K
    svchost.exe 392 Services 0 29,860 K
    svchost.exe 328 Services 0 3,116 K
    atieclxx.exe 1104 Console 1 2,948 K
    svchost.exe 1180 Services 0 29,676 K
    spoolsv.exe 1396 Services 0 3,568 K
    svchost.exe 1424 Services 0 12,876 K
    Fuel.Service.exe 1544 Services 0 2,144 K
    svchost.exe 1716 Services 0 12,164 K
    PnkBstrA.exe 1788 Services 0 308 K
    PnkBstrB.exe 1944 Services 0 452 K
    svchost.exe 1164 Services 0 3,140 K
    svchost.exe 1264 Services 0 130,120 K
    TeamViewer_Service.exe 1668 Services 0 2,872 K
    WLIDSVC.EXE 1832 Services 0 2,688 K
    WLIDSVCM.EXE 2072 Services 0 136 K
    dwm.exe 2352 Console 1 35,384 K
    explorer.exe 2376 Console 1 72,820 K
    taskhost.exe 2428 Console 1 4,744 K
    SearchIndexer.exe 2768 Services 0 23,604 K
    NisSrv.exe 2816 Services 0 5,672 K
    XBoxStat.exe 2968 Console 1 3,884 K
    msseces.exe 3040 Console 1 2,128 K
    HydraDM.exe 2988 Console 1 2,248 K
    razerhid.exe 2120 Console 1 4,264 K
    HydraDM64.exe 2172 Console 1 1,824 K
    razertra.exe 3148 Console 1 1,572 K
    ServiceLayer.exe 3452 Services 0 3,280 K
    wmpnetwk.exe 3860 Services 0 13,536 K
    svchost.exe 1276 Services 0 3,400 K
    NclUSBSrv64.exe 4744 Services 0 4,300 K
    taskhost.exe 2924 Console 1 8,164 K
    audiodg.exe 4440 Services 0 15,904 K
    WmiPrvSE.exe 5452 Services 0 7,308 K
    cmd.exe 5048 Console 1 3,092 K
    conhost.exe 5624 Console 1 6,084 K
    SearchProtocolHost.exe 5256 Services 0 8,560 K
    SearchFilterHost.exe 4748 Services 0 6,840 K
    tasklist.exe 3236 Console 1 5,756 K

    Is there anything running that shouldn't be?

    Halfmead
    Senior Member
    Posts: 181
    Joined: 2012-06-19

    #4559029 Posted on: 03/21/2013 01:31 PM
    Seeing alot of good pics here..not a lot from MMO's..here is a couple from RIFT by Trion:




    PirateNeilsouth
    Senior Member
    Posts: 1773
    Joined: 2009-09-17

    #4559044 Posted on: 03/21/2013 02:09 PM
    Does anyone know when sweetfx configurator will be updated for the latest SweetFX shader?

    ninjafada
    Senior Member
    Posts: 308
    Joined: 2012-10-01

    #4559056 Posted on: 03/21/2013 02:25 PM
    Push...


    R G B > red green blue

    you know to learn how the shaders work you have to experiment yourself

    QuadReaktor
    Senior Member
    Posts: 161
    Joined: 2012-11-28

    #4559120 Posted on: 03/21/2013 03:49 PM
    I Know what RGB means. I want to know the codes for the reds, greens and blues, does there exist a table ore something !?

    ninjafada
    Senior Member
    Posts: 308
    Joined: 2012-10-01

    #4559124 Posted on: 03/21/2013 04:00 PM
    it's not a hexa code if it that you mean
    more like a ratio
    it was explain when it was released

    #define RGB_Lift float3(1.000, 1.000, 1.000) // Adjust shadows for Red, Green and Blue
    #define RGB_Gamma float3(1.000, 1.000, 1.000) // Adjust midtones for Red, Green and Blue
    #define RGB_Gain float3(1.000, 1.000, 1.000) // Adjust highlights for Red, Green and Blue

    so if you want to remove green in midtones without altering the contrast
    you do a #define RGB_Gamma float3(1.020, 0.960, 1.020)

    you want warmer light
    #define RGB_Gain float3(1.040, 1.020, 0.940)

    if you want darker shadow without correcting colors
    #define RGB_Lift float3(0.940, 0.940, 0.940)

    again it takes 15min to test values and see what happens

    ironail
    Junior Member
    Posts: 1
    Joined: 2013-03-21

    #4559207 Posted on: 03/21/2013 05:48 PM
    dota 2

    new to sweetfx. tried it on dota2. i can notice a slight difference but to be sure i tried enabling the split screen comparison. tried setting the #define USE_SPLITSCREEN to 1 but still nothing.
    also... after installing this, when i alt-tab, dota 2 crashes.
    anyone esle have experienced this? :bang:

    xvt
    Member
    Posts: 32
    Joined: 2012-07-04

    #4559321 Posted on: 03/21/2013 08:28 PM
    ok could find a working image viewer using dx9 so i made one

    Dx9 image viewer v1 : http://ninjafada.com/sweetfx/DX9IV.7z

    unpack in a new folder, unpack sweetfx in the same folder

    you have a file named testImage.jpg replace it with the screenshot you want to display

    for now i made 2 exe to open a 1920x1080 and 1920x1200 window, the testImage.jpg will be loaded inside so can't exceed this size

    now working on changing the size of the window using the size of the image :p

    This is a neat idea, tho I'm not sure jpeg is the best source to use for sweetfx calibration. If you could allow other less compromising formats like bmp or png that would be excellent!
    Maybe even add an option to load images through a menu down the road, just a thought.

    CeeJay.dk
    Senior Member
    Posts: 686
    Joined: 2011-11-29

    #4559335 Posted on: 03/21/2013 08:45 PM
    ok could find a working image viewer using dx9 so i made one

    Dx9 image viewer v1 : http://ninjafada.com/sweetfx/DX9IV.7z

    unpack in a new folder, unpack sweetfx in the same folder

    you have a file named testImage.jpg replace it with the screenshot you want to display

    for now i made 2 exe to open a 1920x1080 and 1920x1200 window, the testImage.jpg will be loaded inside so can't exceed this size

    now working on changing the size of the window using the size of the image :p

    Great! - also you should not scale the image, but rather let the user pan around in it if the window is larger than the screen.
    Fx. I see the image scaled because I have a 1680 x 1050 monitor.

    And as xvt points out, JPG is not very practical - especially because the injectSMAA injector creates BMPs and the InjectFXAA injector creates PNGs

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