(04-02-2012, 11:01 PM)neobrain Wrote: The blur probably looked worse on D3D11/OGL because you were using different settings (each backend has its own settings file). I was asking if it was any different for those because that would mean D3D9 still needs work (it's supposed to look the same now).
So... Do D3D11 and OGL show the same output AND is that output different to D3D9? (... I don't really need any screenshots, just make sure that the config is the same)
btw, of course my changes didn't fix ALL bloom offset issues. It was just meant to fix those which don't appear in D3D11 and OGL...
D3D11 and OGL have the same output. BUT that output is not as good as it is in D3D9. i don't know what you did to D3D9 mode but your fix show better blur projection that D3D11 and OGL! i want to show you the difference here:
mk_Dolphin-win-x64-v3.0-578_D3D9
![[Image: 2revkfc7.png]](http://s7.directupload.net/images/120402/2revkfc7.png)
mk_Dolphin-win-x64-v3.0-578_D3D11
![[Image: 7hafzjpw.png]](http://s7.directupload.net/images/120402/7hafzjpw.png)
mk_Dolphin-win-x64-v3.0-578_OGL
![[Image: kcrpzyqf.png]](http://s7.directupload.net/images/120402/kcrpzyqf.png)
[color=#A9A9A9][color=#FF0000]CPU:[/color] i7 920 @ 4 GHz[/color]
[color=#A9A9A9][color=#32CD32]GPU:[/color] GTX 470[/color]
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[color=#A9A9A9][color=#32CD32]GPU:[/color] GTX 470[/color]
[color=#A9A9A9][color=#00BFFF]RAM:[/color] 6 GB[/color]

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