> crt-geom doesn't get its shadow mask texture from the "-bgfx_shadow_mask" commandline > option (afaik). So once you know which aperture mask you like the best from > experimenting with the sliders you'll have to edit the "crt-geom.json" or > "crt-geom-deluxe.json" in mame/bgfx/chains to point to the texture you want to use. > This is generally true if you want to change (any of) the defaults in any of the bgfx > shaders btw since they can't save options to a file. > > Look for this line near the bottom of the file to change: > > { "sampler": "mask_texture", "texture": "bgfx/chains/crt-geom/aperture_1_2_bgr.png", > "selection": "Shadow mask" } > > Also I believe that for vertical games, crt-geom just renders the whole thing like > normal and then its output is turned on its side. I think this is actually what we > want it to do... For aperture/shadow mask patterns that depend on the subpixel > arrangement of your display, this will look weird. For patterns that don't, it will > look good. You might need to keep a second copy of the crt-geom.json around for > vertical games if you need different options for them. You can just copy/paste > "mame/bgfx/chains/crt-geom.json" and give the new version a different name. Then you > can edit it as you like. > > This kind of thing is necessary until (if?) there is a a way to read/save shader > parameters from/to a file.
Thanks for pointing out that line. In the sliders, I see where you can change to a different effect...such as super-eagle or hlsl, but I don't see where you can change the aperture mask. Where is that slider?
Creating a copy or more of the crt-geom-deluxe.json in the Chains folder with different names is enough? I don't have to create copies of the corresponding files in the other folders such as Effects and Shaders?
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