Hi Zenju,
I just wanted to inform you, if you're not aware of this, that when your algorithm is used as texture scaler sometimes there is some black pixels and nearest parts.
It's visible with PS1 (for exemple Crash Team Racing, Spyro 3, Digimon World and the really bad excalibur 2555 AD...) and PSP(Fired up) games...
If these issues can be corrected it would be good.
Thank you in advance!
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I've already tested this by extracting the textures but there is no issues (but the textures are probably converted)
Because Tapec says that issue is xBRZ fault:
For the PS1 I think the black pixels issue is when a color is used as "alpha" channel, so you're right, for for PSP I don't know..
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
Hi Zenju,
I just wanted to inform you, if you're not aware of this, that when your algorithm is used as texture scaler sometimes there is some black pixels and nearest parts.
It's visible with PS1 (for exemple Crash Team Racing, Spyro 3, Digimon World and the really bad excalibur 2555 AD...) and PSP(Fired up) games...
If these issues can be corrected it would be good.
Thank you in advance!
If the issue cannot be reproduced with the Scaler Testing Tool, http://sourceforge.net/projects/xbrz/files/ScalerTest.zip, then it's not xBRZ that's causing the artifacts.
Last edit: Zenju 2017-05-08
I've already tested this by extracting the textures but there is no issues (but the textures are probably converted)
Because Tapec says that issue is xBRZ fault:
For the PS1 I think the black pixels issue is when a color is used as "alpha" channel, so you're right, for for PSP I don't know..
If there were any issues regarding the handling of the alpha channel, the ScalerTest tool would show them as well.