Having some difficulty sorting this one out. First, my scenario: I’m trying to work out a good solution to the dithered nature of certain MS-DOS games. I eventually determined that tvout.cgp did the best job of masking the dither effects, at the cost of a decent amount of image blur. (Gdept tries to correct dithering without adding blur, but it doesn’t do an adequate job of choosing what and what not to un-dither.) Anyway, from the soft result provided by tvout, I seek to return to an image like what Sabr can generate, so I plug in sabr-v3.0.cg as a third shader pass. And I make sure to Apply Changes.
Now here’s the part that I don’t get. In the case of Sabr, and the majority of the other available shaders (though not all), my application of the shader as an additional pass has no effect. Sabr should be providing quite a dramatic visual modification, even if it’s not necessarily what I hope for. But I get nothing.
The easy assumption is that I have overlooked something important about the way these shaders interact with one another. But I’m not finding it. Sabr is a straightforward shader with no parameters. The .cgp only instructs that the filter be “nearest”, and I make sure to have it so.
Another day, another point of confusion. ;p