kurokama / nulldc

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RED DOG Problems with "skin textures" #105

Closed GoogleCodeExporter closed 8 years ago

GoogleCodeExporter commented 8 years ago

In game I have a problem with skin textures! When enemy shoots at me, my
reddod becomes "white" and remains "white" forever! Only if I die my "skin
textures" becomes normal, but if enemy will shoot me just once "reddog"
becomes "white forever" again!!!!
Why it happens?

P.s.

Sometimes in another situations it becomes "red"....

Just look at that pictures

Nulldc104r38
Video: GF9800GT
Sistem: WinXPSP3
Vredist2010
DirectX2010

Original issue reported on code.google.com by N2008eo...@rambler.ru on 2 Jun 2010 at 7:48

Attachments:

GoogleCodeExporter commented 8 years ago
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GoogleCodeExporter commented 8 years ago
Normal behaviour is for the Red Dog to only flash white when hit (from around 
1:12):
http://www.youtube.com/watch?v=4Pt0FXCQXuk

If you look closely the white flash should fade smoothly through grey scales 
before the Red Dog reverts back to it's normal colours.

Original comment by matbur...@gmail.com on 24 Aug 2010 at 3:13

GoogleCodeExporter commented 8 years ago
I'll look at it

Original comment by Mr.PsyMan on 30 Aug 2010 at 8:42

GoogleCodeExporter commented 8 years ago
Ok. 
I think this is bugs of “intensity vertex”. 

Original comment by N2008eo...@rambler.ru on 30 Aug 2010 at 9:20

GoogleCodeExporter commented 8 years ago
Looks like it was an issue with pre-calculated intensity. Please test if r62 
broke things that worked with r61.

N2008eogen: You were right! How did you know?
Wish I also knew before tracing the issue... :(

Original comment by Mr.PsyMan on 31 Aug 2010 at 5:59

GoogleCodeExporter commented 8 years ago
Ok. 

 ----About "You were right! How did you know?" -----

This is long story...
.... One good man told me about that problem when I asked him. His nickname is 
Wind. He is Demul's autor. And he is first man who fixed this issue on his 
emulator!!!   
NOTE: I allways known what this problem exist for all emulators of Dreamcast!!!

Very long time ago this bug was not interesting for devs. I've asked many times 
but nobody answered me.  Once, on the forum, Wind was interested by this 
problem. He says what never known about this bug. After testing he just fixed 
it! I asked him why this bugs is happen?
He says: “This problem with “intensity vertex”

If I undestand him correctly:

Formula must be just like that: 

Color = basic color * some coefficient

But Dreamcast have support 2 colors( diffuse & specular)  on vertex--- > From 
experiments they found: 
ONLY diffuse =  basic color * some coefficient   AND “specular” must be  =  
“basic color”

He say, it’s easy to fix! 

Wind is great man!

Original comment by N2008eo...@rambler.ru on 31 Aug 2010 at 6:34

GoogleCodeExporter commented 8 years ago
Indeed. My "fix" is wrong by the way. But since I have more info now, it will 
be shorten out. You can thank Wind for that... and I have to do the "fix" an 
actual fix.

Original comment by Mr.PsyMan on 31 Aug 2010 at 7:11

GoogleCodeExporter commented 8 years ago
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GoogleCodeExporter commented 8 years ago
Well, it looks like that approach was wrong after all... Both color types 
should use that "coefficient".

I disabled that "coefficient" for both vertex colors on r62 (which is wrong) 
and according to what you said Wind disables that "coefficient" for just one of 
the vertex colors (which is also wrong).

In short, the problem is not on “intensity vertex”. The problem is on 
"intensity clamping".

Related issues should be fixed on r63. :)

Original comment by Mr.PsyMan on 31 Aug 2010 at 11:45

GoogleCodeExporter commented 8 years ago
Ok! I tested it! Nice work! Wonderful!

Original comment by N2008eo...@rambler.ru on 1 Sep 2010 at 5:28