@dmanning23 wrote:
I've got a bloom post-processor that doesn't work on MonoGame.WindowsDX.
This is the famous bloom shader from the AlienScribble XNA tutorial, bundled up into a component. I'm having trouble debugging it because honestly the math is waaay over my headIt works fine on DesktopGL, Android, & iOS, but not WindowsDX....
Android:
WindowsDX:
I think there is something going on with this line, because that looks like a clamping problem, right?
GraphicsDevice.SamplerStates[1] = SamplerState.LinearClamp;
Cheers!
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