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Jezze
Reged: 03/13/05
Posts: 72
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Re: 0.162 HLSL
06/03/15 06:10 PM


Short answer:


Code:

shadow_mask_texture slot-mask.png
shadow_mask_x_count 6
shadow_mask_y_count 6
shadow_mask_usize 0.1875
shadow_mask_vsize 0.1875



Long answer:

Direct3D uses textures with a size of power-of-two, which means every texture will be extended to the next power-of-two; e.g. 48x48 will be extended to 64x64. To get a complete tile of the slot-mask you need 12x12 pixel, starting at the left upper corner. Now a simple division...

12 / 64 = 0.1875

... and you have the size of the tile in uv-coordinates.

What's about the xy-count? In previous versions of the shader you could specify how many times the uv-sized texture should be tiled. Now you can specify how large one tile should be displayed on the screen.

In this example the 12x12 pixel large tile will be displayed as 6x6 pixel on your screen. In other words you can scale the mask.


Unfortunately, a large prescale is required to get a clear result. The slot-mask and the adapture-grill should be used with a prescale of at least 6, the shadow mask can be used with a prescale of 4. A smaller prescale will result in a blurry mask.


For the sake of completeness:


Code:

shadow_mask_texture adapture-grill.png
shadow_mask_x_count 3
shadow_mask_y_count 3
shadow_mask_usize 0.09375
shadow_mask_vsize 0.09375



Code:

shadow_mask_texture shadow-mask.png
shadow_mask_x_count 6 or 3
shadow_mask_y_count 8
shadow_mask_usize 0.1875
shadow_mask_vsize 0.25








Entire thread
Subject Posted by Posted on
* 0.162 HLSL lamprey 06/03/15 11:53 AM
. * Re: 0.162 HLSL Jezze  06/03/15 06:10 PM
. * Re: 0.162 HLSL lamprey  06/03/15 06:15 PM

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