Some kinda texture bug? (Ar Tonelico 2/Mana Khemia 2)
#51
Nice, another custom plugin xD, now to find some nice shaders while it compiles :3.
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#52
I think there are only two shaders available at the moment, just the fxaa and the overlay bloom. >_<

But if it gets implemented, it would be nice to have a shaders thread like Pete's OGL2 one. Full of ports from that thread too. XD

#EDIT2: Shader stuff moved to its own thread: HERE
[Image: nbKSK.jpg]
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#53
:3 Yeah, maybe create a new thread for it, couse it's not really MK2/AT2 issue xD, works fine and just need pause/resume emulation to reset shader^_^. At least messing with FXAA is fast with it.

Edit: your overlay bloom gives nice warm colours<3

Hah;O looked over google for a guide for complete nabs and got this tutorial;O.

Now, for some comparism:
No shaders:
   


Your Overlay Bloom shader:
   



A bit sharpened version of OB thanks to that tutorial:
   
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#54
Back on topic...

Code:
GSTextureCache.cpp:585

    if(dst == NULL)
    {
        if(m_paltex && GSLocalMemory::m_psm[TEX0.PSM].pal > 0)
        {
            src->m_fmt = FMT_8;

            src->m_texture = m_renderer->m_dev->CreateTexture(tw, th, Get8bitFormat());
            src->m_palette = m_renderer->m_dev->CreateTexture(256, 1);
        }
        else
        {
            src->m_fmt = FMT_32;

            src->m_texture = m_renderer->m_dev->CreateTexture(tw, th);
        }

    }

Now that explains it. Everything goes to FMT_32 unless it's paletted and 8-bit textures are enabled. Dunno why I didn't see it before, since I was messing around a few lines below. XD
[Image: nbKSK.jpg]
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#55
Bloom looking great on this game.

I messed with CreateSource like that myself before. Good luck with that, lol.
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#56
Needs this: http://blogs.msdn.com/b/shawnhar/archive...alpha.aspx
Now the big question is... how? XD

[Image: nbKSK.jpg]
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#57
Well if you read the posts from that era he basically gives you all the math fro converting things to that format and such. Just need to implement it. I might mess around with it this weekend but I'd say it's probably above my level as far as graphics programming is concerned.
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#58
I tried messing around with it but nothing good came out. I felt like I was in need of access to the software and not the hardware. =S

Anyhow, new version that shouldn't mess 8bit mode (patch included)
http://www.mediafire.com/?igd6orkr8d2zapk

#EDIT:
Tweaked the numbers a bit. Edges should be a weee little less abrupt.
http://www.mediafire.com/?2odycza2syaoo5i

#EDIT2: Interesting....

Normal (I think) http://i.imgur.com/OICIH.jpg || SW http://i.imgur.com/wV0uV.jpg
Test http://i.imgur.com/UOIXv.jpg

Basically, samples.rgb *= samples.a, do bilinear, final.rgb /= final.a;
Not bad, and the hair blends much better.
[Image: nbKSK.jpg]
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#59
Did you make sure you converted the texture to the correct format before changing the blend math? IF you don't precompute on the textures apparently it all goes wrong.

Also I think I see what is going on there by analyzing the pics in the new version. It looks like there are multple layers to the sprite and wherever there is a a layer overlap blending is causing an issue for some reason.
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#60
Convert the texture? I don't have access to the texture, neither I changed the blending math since that's up to the game itself. I only hacked up the before and after bilinear on the sampler shader, and that's only for 8bit mode (if enabled).

And it ain't an issue really, it's normal... a normal and common issue perhaps. Transparent sections are completely black, so it bleeds when filtered. Not much of a problem and gives a rather nice enough border, natively. But when upscaled and such, things get ugly. Just like the video says, but that's up to the game programmers and not the HW to fix it for them. =S
[Image: nbKSK.jpg]
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