This commit is contained in:
2026-03-13 20:12:56 -04:00
parent 11eb69449d
commit 1a8efa880a

View File

@@ -17,8 +17,12 @@ The implementation of `_begin_window` and `_end_window` wrappers failed to accou
### D. High-DPI Math Errors ### D. High-DPI Math Errors
The UV coordinate math failed to correctly account for `display_framebuffer_scale`. On high-resolution screens, the blur sampling was offset by thousands of pixels, rendering the effect physically invisible or distorted. The UV coordinate math failed to correctly account for `display_framebuffer_scale`. On high-resolution screens, the blur sampling was offset by thousands of pixels, rendering the effect physically invisible or distorted.
## 3. Remedial Action Plan TODO:
- **Abandon Fragile Capture:** Stop trying to capture the backbuffer manually.
- **Native OS Integration:** Leverage the Windows Desktop Window Manager (DWM) via `SetWindowCompositionAttribute` for stable, high-performance blur-behind. LOOK AT THIS SHIT:
- **Surgical Code Control:** No more sub-agent delegation for core GUI logic. All indentation and scope changes must be manually verified. https://www.unknowncheats.me/forum/general-programming-and-reversing/617284-blurring-imgui-basically-window-using-acrylic-blur.html
- **Unified Pipeline:** Separate the "Animated Background" from the "Window Glass" logic to prevent pipeline conflicts. https://github.com/Speykious/opengl-playground/blob/main/src/scenes/blurring.rs
https://www.intel.com/content/www/us/en/developer/articles/technical/an-investigation-of-fast-real-time-gpu-based-image-blur-algorithms.html
https://github.com/cofenberg/unrimp/blob/45aa431286ce597c018675c1a9730d98e6ccfc64/Renderer/RendererRuntime/src/DebugGui/DebugGuiManager.cpp
https://github.com/cofenberg/unrimp/blob/45aa431286ce597c018675c1a9730d98e6ccfc64/Renderer/RendererRuntime/src/DebugGui/Detail/Shader/DebugGui_GLSL_410.h
https://github.com/itsRythem/ImGui-Blur