Dege wrote on 2021-02-04, 19:14:
Ok, this was indeed a wrapper issue, and I fixed it.
Great news. Many thanks.
Dege wrote on 2021-02-04, 19:14:
Btw, nice work with the textures!!!
Thanks and ...Thank You for your commitment and help.
Now, about scaling issues. How about creating some scaling profiles for the wrapper?
A dropdown I mean, like the simulated graphics adapters ? If you plan with care and use some design patterns(adapter pattern 😀 ) you can keep your core logic separated from these special cases. Work on these only when you see fit.
Not sure how design patterns affects graphics programming concepts, though 😁
This will be the best decision i think considering there might be other games with scaling issues. Once kinda ready there will not be the need for two versions.
Now regarding SCPT and SC we are in limbo. 😀 There is a version that 'works' and there is a version that is correct + some extra fixes.
Is there a posbility that you can post here and only just one time, a 2.6x version(latest that doesnt have the right scaling changes ) with the fix you did above? Unofficial.
It seems old splinter cell games have been investigated enough. There is a lot of info here that somebody could pick it ip and create a custom d3d8.dll only for these games. (this could be a solution but i will not even propose it 😁)
I know keeping two versions is not a solution but if nothing new will happen maybe there will not be a need anymore. You kinda fixed all that was possibile without patching the game.
Except color of the light(which i currently focus on, to patch, looking for those vertex shaders constants that give out the color ) there is nothing else.
Also one question related to SCPT color of the light: when you debug, are you able to tell from what file of the game, static data is coming?. Pinpoiting without debugging is madness.
Many years ago you said RGB color values is coming affected from/by some constants. I picked up on that and I believe i can change the color of the light in SCPT or at least show some garbage on the screan. 🤣
(
here is your (g)old(en) post :
Re: dgVoodoo 2 for DirectX 11
c[87] = (0.003922, 0.003081, 0.001892, 1.000000) -> this has been on my mind for some time now
)
Thanks again, Dege.
PS: Will update my main post to reflect your findings