Ian wrote:But on the real model hardware it seems microtextures only show up with mimap level 0. To properly emulate this you'd need to only run at the original 496x384 resolution (if you run at a higher resolution the minification filter won't kick in, at the same place), then we would have emulate exactly how the hardware picks the correct mip levels.
Very true! Ideally if we could be able to force the original hardware to run at higher resolution (Real3D could do it as far as i know) we'd confirm this strange behavior, unless there's a particular command to set the minimum/maximum lod texture for a particular polygon or texture. In this case it could be set for the micro texture to not show up for a particular lod level, but I doubt it works this way.
Ian wrote: I think Harry maybe has something close to this in his builds, but it's not something I've added. I may add it sometime later in the future, but it is highly resolution dependent.
I've implemented shader level tri-linear filter with lod manipulation/selection for both base and micro texture, just for experimenting and implementing the lod-0-only micro texture with its fading effect toward lod-1, as hardware does. But as you said it's still resolution dependent 'cause as soon I double game resolution the problem shows up in my build too. The only way to hide that oddity is to manually alter the micro texture lod offset.
Ian wrote:I don't know about the specular differences. But my guess would be the offset coefficients that Harry added maybe won't be needed anymore?
I've re-implemented your solution posted at the beginning of this thread, so I've substituted the normal math with yours to truly saturate the min/max values. Then I removed those ugly offsets from specular math in shader but I had to alter the remaining coefficients as they became really wrong. The current numbers I found don't make much sense anymore, but they work well (albeit
only for smoothed polygons, flat ones are still wrong). I'll post later the updated patch.
Ian wrote:You did? Probably something timing related. The textures seems to show up very late in that game.
Here I posted something about missing textures in L.A. Machine and LeMans24. They don't simply show late, they don't show at all. But, yes, it could be timing-related like Fighting Vipers 2 with the old frame-sync logic. Maybe there are other cases as well which I'm not aware of.