michael-fadely / sadx-d3d11

MIT License
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SetMaterialAndSpriteColor_Float not working #6

Closed PiKeyAr closed 6 years ago

PiKeyAr commented 6 years ago

I'm using SetMaterialAndSpriteColor_Float to set the color of E101R effects when he evades Gamma's attacks. With the DX11 mod (OIT both on and off), the material colors don't seem to be applied correctly: image Here's what it looks like without the DX11 mod: image The effect uses njColorBlendingMode before rendering to set the source color to NJD_COLOR_BLENDING_SRCALPHA and the destination color to NJD_COLOR_BLENDING_ONE. After rendering the color blending mode is reset to NJD_COLOR_BLENDING_SRCALPHA and NJD_COLOR_BLENDING_INVSRCALPHA for source and destination color respectively.

PiKeyAr commented 6 years ago

Here's another material color issue. It doesn't use SetMaterialAndSpriteColor but it uses material colors to make the hole black. image With the DX11 mod (OIT on/off) the material color doesn't get applied: image

michael-fadely commented 6 years ago
michael-fadely commented 6 years ago

The E101 effect is working now (and I'm not sure when that changed), but the door remains an issue.

PiKeyAr commented 6 years ago

With the previous version of the mod a lot of stuff that used material colors/alpha - for example, the "goal" emerald glow in Windy Valley, Casinopolis and Ice Cap that I added a while back - was invisible. Now it's all functional. So something was definitely fixed.

PiKeyAr commented 6 years ago

Also I was wrong about the door. It doesn't use material colors, instead it uses a black texture with no UVs, which makes it fully black without the DX11 mod. With the DX11 mod it turns white, but this seems to be unrelated to material colors, so I guess this can be closed.