Some kinda texture bug? (Ar Tonelico 2/Mana Khemia 2)
#61
I assume you are using the hardware call to the bilinear instead of just doing the math is why you need the extra divide? I kinda wonder what trying to force trilinear filtering would do or even if we have the necessary inputs to do it. Also and if that is the case that Transparent sections are completely black Is there some way to tell a transparent section from a completely black one? If so you could try a mask and see what happens. It might break more things then it fixes though it they were relying on the function.
Reply

Sponsored links

#62
Nope, when using 8bit mode the bilinear part is done on the shader. So that gives clear view of the before and after bilinear. I divide after so that values are more like back to normal (a*b = c => c' => c'/b = a'), since the unchanged blending modes come afterwards and such. Trilinear is for when mip mapping is used, so I doubt it would affect sprites anyway.

Yes, you can tell such black transparent sections by their full alpha. You could try to mask them or just skip them but would give you the very same edges as if filtering was disabled. Thus, since the rest would be filtered, the borders will be horribly blockly. This last try reduces the blackness, but the lines remain... and colored. It also makes 8bit mode slower. XD
[Image: nbKSK.jpg]
Reply
#63
Latest! http://www.mediafire.com/?gvrcgxp5lk63yx5 (.patch included)

Now it's a dialog option (in both dialogs) under the hacks section. If 8bit is enabled, then the "nice blend" mode will be used too. So now you can test normal, hacky, and nice blendy hacky with some checkboxes. Also, doesn't seem to mess other textures either (like SW Racer's shadow). I quite like this version.

Other than that, it also includes some minor tweaks to the dialogs. Enjoy it!

#EDIT: I think I forgot to put Dx9 support in that. I'll do that in a bit.
#EDIT2: Done, new link.
[Image: nbKSK.jpg]
Reply
#64
I wasn't talking about masking the transparency completely buy only in such cases it overlaps there you'd need some type of depth test. Basically keep back out of the blends. Which is why I said it might cause issues and make it look wrong if they were abusing expected behavior.

And here is what I was going for.
is normal bilinear blend(source, dest) = (source.rgb * source.a) + (dest.rgb * (1 - source.a))

here is pre-multiplied blend(source, dest) = source.rgb + (dest.rgb * (1 - source.a)) cause this was already done in the conversion of color color.rgb *= color.a. Therefore I'm missing why you have the divide if you are doing it in the shader rather then hardware unit. It's cheaper to do correct the first time rather then do the original bilinear then divide as mul and div tend to be some of the more expensive ops. I mean mathematically it works and might just cause some more rounding issues but it seems a pointless waste of ops.
Reply
#65
(02-19-2012, 01:28 AM)KrossX Wrote: Latest! http://www.mediafire.com/?gvrcgxp5lk63yx5 (.patch included)

Now it's a dialog option (in both dialogs) under the hacks section. If 8bit is enabled, then the "nice blend" mode will be used too. So now you can test normal, hacky, and nice blendy hacky with some checkboxes. Also, doesn't seem to mess other textures either (like SW Racer's shadow). I quite like this version.

Other than that, it also includes some minor tweaks to the dialogs. Enjoy it!

#EDIT: I think I forgot to put Dx9 support in that. I'll do that in a bit.
#EDIT2: Done, new link.

Got this with 8-Bit textures on :
http://i.imgur.com/WBDNP.jpg
(GS dump http://www.mediafire.com/?612623zfeimao1v )
which should have look like
http://i.imgur.com/Uqye3.jpg

also the character is invisible both in field and battle :
http://i.imgur.com/BtRLL.jpg
(GS dump http://www.mediafire.com/?t4m62vxvh4lddk4 )

Not really affecting me thought since 8-bit texture make gust game slower hence I don't use it and that title screen looks kind of awesome. Tongue2

Btw, is this the external shader enabled build or not? might as well make it the default if not Tongue2 *run away*


Damn, silly me, forgot to change the gsdx on plugin menu, disregard all of above >.< (oh beside the last sentence that is Tongue2)
Reply
#66
What the heck was that? Those are some scary screenshots. XD

@dralor: Yes, but sadly I think that's is something to do and keep in mind when coding the game. Trying to force different blending modes to use the premultialpha thing ended up really weird from my testing. Worse than those scary screenshots.
[Image: nbKSK.jpg]
Reply
#67
The issue is you need to convert everything into the premultiplied format before you do you're with them doing so can be easy or really hard/impossible depending what data structures it comes in as. Unfortunately I know only rudimentary opengl so I'm no help on the implementation here.
Reply
#68
(02-19-2012, 03:02 AM)KrossX Wrote: What the heck was that? Those are some scary screenshots. XD

It's your past creation dude XD

Tested this version, the problem of 8-bit textures on ATI card still persist it seems :
http://i.imgur.com/oHEGx.jpg
http://i.imgur.com/7nnHX.jpg

Also, there's some kind of bloom problem with 8 bit texture on, paired with the noticeable tiled line which is present on vanilla gsdx too and some kind of alpha blending problem with it off. Oh yeah, checking alpha hack with sprite hack together bring back the old original bug XD.

Some screenie :
8bit on (notice Raze's pic) : http://i.imgur.com/msqwk.jpg
8bit off (hp/sp status bar) : http://i.imgur.com/AUNY3.jpg
older patch (the one you gave me via pm Tongue2) : http://i.imgur.com/IfVRD.jpg
Reply
#69
Dx9 normal, 8bit, Dx11 normal, 8bit and (Radeon 5770) http://imgur.com/a/HL5Bk#0

I see however that I need to reduce the previous tweaking since it messed up the portraits below. But nothing like those screenshots of yours. =S

#EDIT http://www.mediafire.com/?i95v356zxnusgpb Normal mode should be fine with that. Can you post some gs dumps about those white 8bit issues?
[Image: nbKSK.jpg]
Reply
#70
Here you go http://www.mediafire.com/?1msaslcvocwutfc

I'm using 4850, probably ATi buggy driver issue.

Oh yeah, Raze's portrait bloom is a false alarm, it's supposed to flash, just took the picture at the wrong moment. Tongue2
Reply




Users browsing this thread: 1 Guest(s)