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I'm uploading these open source based test builds here for testing for those that are not members of http://www.vpforums.org
Be aware these are test builds and text decals and text boxes are not implemented, also graphic decals over lights do not work in the backdrop, thus far.
REF: http://www.vpforums.org/index.php?showtopic=26714
Be aware these are test builds and text decals and text boxes are not implemented, also graphic decals over lights do not work in the backdrop, thus far.
REF: http://www.vpforums.org/index.php?showtopic=26714
Important: instead of fullscreen mode, run in "windowed fullscreen" mode. If you get flicker, please try disabling AA.
Table compatibility spreadsheet (thanks to gtxjoe): https://docs.google....EPwri8/viewform
As is the tradition, here's a new test version for the weekend. There are relatively few major changes this time as we inch closer and closer to a stable renderer.
If you still get black insert lights on a table, please first try going through the table's playfield GI textures (usually called playfield_XX or similar) which are black where the lights are located, and set their transparency color to pure black.
Changes since Test6:
As usual, if you find glitches, screenshots and exact table names/versions help a lot to track them down! Also please take a moment to enter the data into the spreadsheet linked above if you can.
- fixed wrong computation of near and far Z planes. This had a dramatic effect on the precision of the depth buffer, especially on full-screen tables, and fixed (to my knowledge) all known cases of Z fighting involving lights.
- made decals properly render over lights everywhere on the playfield (Barracora)
- gates now respect the visibility flag set from script properly
- "Alternate render" option removed
- (toxie) DirectInput reverted to version 7 since 8 caused issues for many people using frontends.
Happy testing!