Jiterdomer wrote:"L.A. Machineguns: Rise of the Machines", shouldn't be it called "L.A. Machineguns: Rage of the Machines"?
Good catch! Fixed.
Jiterdomer wrote:"L.A. Machineguns: Rise of the Machines", shouldn't be it called "L.A. Machineguns: Rage of the Machines"?
HarryTuttle wrote:Ian wrote:Hopefully that commit didn't break any other games!
I tested some games using those type 8-11 textures (1-4 with contour) and all seem fine![]()
I would suggest just to change the way their alpha channel is interpreted; now is always inverted being 1 or 0, however since they're luminance texture they should blend more smoothly. So you could either change in <texture.cpp>, for texture 8-11:
- Code: Select all
scratch[i++] = 255 - c;
or pass "currentMesh->format" as uniform to the fragment shader and fetch that value to make the inversion. I was checking LA Machineguns attract demo and at least type 8 is used in buildings glasses, which are alpha blended.
Bart wrote:Compile with DEBUG defined (add -DDEBUG to command line parameters and rebuild from scratch) and then:
1. Make a directory called Analysis.
2. Run: supermodel roms\dayto2pe.zip -gfx-state=saves\dayto2pe.st0
You specify a ROM set and a save state file. It'll then write a bunch of files to Analysis/ and you can open up the html file it produces there
Compiling Src/OSD/SDL/Main.cpp...
Src/OSD/SDL/Main.cpp: In function 'void TestPolygonHeaderBits(IEmulator*)':
Src/OSD/SDL/Main.cpp:468:24: error: variable 'std::ofstream fs' has initializer but incomplete type
std::ofstream fs(file);
^
Ian wrote:Are you saying the alpha is inverted too?
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