![]() ![]() Many people take the help of some special platforms to make their identity at home on social sites. ![]() Many of us are especially involved with social media. Because we now have smart devices through which we see entertainment. Maybe everyone would sit down together and enjoy that leisure by talking or playing some indoor games. The expression of this entertainment was not in the past as it is now. During all this work, we expect some entertainment. People’s daily hard work plays a special role in reaching the pinnacle of development. At present we see its manifestation all around us. From the earliest times of creation, civilization has been constantly evolving. I mostly work with videos that need to be out in a matter of hours after being filmed, so these techniques are a tad makeshift, but they work when push comes to shove.Humans are evolving creatures. I'm not too sure how filmora works, but if you can apply contrast to just the foreground layer, that will allow for you to make that layer 'pop' a bit more without affecting the background or key. You can then change the individual layers brightness & contrast to get a bit more colour out of the foreground. Then you just want to change setting related to the desaturation, transparency and pedestal so that they are all at their lowest levels while still keeping a good key. Make sure that alpha channel is fully black - or at least the parts you want keyed - otherwise the background will look fuzzy or washed out as it is in the first half of the video. I haven't used filmora, but in premiere, when you ultra key (remove the green), there's the option to set the video to an alpha channel. Great post on Why snow/confetti ruin YouTube Quality. r/Filmmakers - A more generalize filmmaking subredditĬrime? /r/RBI - Reddit Bureau of Investigation (best place to get a crime solved)
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![]() GS-hw, TC: fix tex scaling for native res draws. GS-hw: use CanUpscale to check for upscaling. GS-hw: resize rt and ds before draw if necessary. * OI_BurnoutGames to perform small draws directly in local memory: ** improved OI_PointListPalette to draw clouds CLUT, ** improved SwSpriteRender to draw sky texture * OO_BurnoutGames used to download clouds texture from GPU. Achieved with a combination of OI+OO hacks that operate during level loading to consolidate the rendering results in the GS local memory. GS-hw: fix burnout black sky and no clouds. allow propagation of increased target size and correct the rescaling. "force_texture_clear" OGL only config removed. Always clear render targets and depth stencils when being fetched. Greatly improves Burnout games clouds rendering with even (x2, x4. GS-hw, TC: don't linearly interpolate downloads. ![]() GS-hw: define some consts only in debug mode. Pine: send serial without gui beautification ![]() Msvc: fix issues with size() not being correctly evaluated as const GS: Check CLUT dirty write on vertex kickĬDVD: Don't set as Reading when buffering.Īdd "Jikkyou Powerful Pro Yakyuu 2009" to GameIndex.yaml GS: Avoid some unnecessary flushes CLUT only updates if valid index type used in PSM Gamedb add gamefixes to 'Titeuf Mega-compet' and patch 'Yamiyo ni Sasayaku - Tantei Sagara Kyouichirou' seriesĬDVD: Fixed typo opening gzip files Fixes #5162 GameDB: Add EE Clamping to 'Digimon Battle Chronicle' and fixes to other games (#5178)ĬDVD: Check file actually opened before proceeding If you loaded an invalid file, particularly with compression, the file open may fail, leading to a division by zero (on block size), or trying to read from nothing.ĬDVD GZip: Correct type causing index creation to fail But on Qt it is, since the context/device is preserved for a faster/lighter settings apply. GS/OpenGL: Fix incorrect VAO cleanup This wasn't an issue in wx, since the whole context/device gets torn down and recreated when you pause/unpause, or change settings. GS/OpenGL: Don't delete null objects for PBO SPU2: Remove Portaudio and SDL2 output modules SPU2: Remove unused methods from output modules SPU2: Add function to pause output stream GameDB: change VUclamping on "Sled Storm" GS: Use shared enum for blend level Even if DX11 doesn't support all modes we can just use the ones it does support from the enum GS: Less memcmp It has a lot of work to do for its fancier return value GS:OGL: Use GSHWDrawConfig selector structs GS:DX11: Use GSHWDrawConfig selector structs GS-d3d11:fx: Flip x and y dithering positions. GS-hw: Run GetAlphaMinMax only when required for Blend Mix. GS: Unify constant buffers between renderers GS: Get rid of second constant buffer for alpha pass GSDevice: Force inline accessor methods Don't want to make debug builds slower. GSRendererNew: Remove another constant buffer copy GSDeviceOGL: Don't set scissor unconditionally GS/OpenGL: Move scaling factor to shader constant GS: Added auto Mipmap support in hardware for Jurassic Park GS: Fix looping over pages of textures with massive strides |
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