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some games get minor graphics issue when hardware transform off #6081

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daniel229 opened this issue May 14, 2014 · 4 comments
Closed

some games get minor graphics issue when hardware transform off #6081

daniel229 opened this issue May 14, 2014 · 4 comments

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@daniel229
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Tactics Ogre Let Us Cling Together intro and Everybody's Stress Buster the robot's shadow.Vertex cache on/off both fine.Just hardware transform off then the error come out.
Tactics Ogre is always happen this error since 0.91-1339-g3460efe that I can test,then the much older build 0.91-1282-g8dac572,does not do that effect,so no error.
Everybody's Stress Buster also always get that error.
05
06

@unknownbrackets
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@hrydgard Tactics Ogre is fixed by changing:

source = Vec3f(norm);

To:

source = Vec3f(nrm);

That is, by not using the worldnormal. The shader does the same for normalized normal, so that's probably right too? But I'm not sure about skinning; it should use nsum, right? Should GE_PROJMAP_POSITION use psum?

Also, I only see reversenormals being handled in hardware transform. Shouldn't it be doing something in software transform?

@daniel229 does changing source = Vec3f(norm) to use nrm instead (both times) in SoftwareTransform.cpp help Stress Buster? Seems like the shadow is wrong, right? What does the GE debugger show for the UV gen in that mode? Is "Reverse Normals" set to 1?

-[Unknown]

@daniel229
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Yes,changeing source = Vec3f(norm) fixes the shodow.
is this UV gen? after changing that code.
05

@unknownbrackets
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It's a setting I think on the Texture tab. But if that fixes it then it must be using it. Cool.

-[Unknown]

@daniel229
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06

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