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PostPosted: Fri Oct 20, 2017 10:45 am 
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Joined: Tue Oct 06, 2015 10:16 am
Posts: 584
The latter has a vertical line on top of the island, looks like misaligned texcoords.


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PostPosted: Sun Nov 19, 2017 10:16 am 
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Joined: Thu May 25, 2017 7:27 am
Posts: 23
calima wrote:
The latter has a vertical line on top of the island, looks like misaligned texcoords.

Yeah you are right, im not sure if it was a mistake on the emulator, on real harware seems fine.

ADDED RDP NOISE
Another color combiner, provides some kind of TV noise, works on rectangles and triangles, added 2 options.

1) Partial
Image

2) Complete
Image

The last one is compatible with RGB scale and alpha, so you could replicate the interferences of the Goldeneye watch for example.

I believe is pretty similar to some special effects of Sin & Punishment, like on the evade move, some emulators wont replicate this effect.
Image

Here can be seen better, however the dots are transparent instead of black, i will keep researching..
Image

--

I have changed the way some function works, now you can set 1CYCLE or 2CYCLE with:
- rdp_texture_cycle( num ); // 0 = 1cycle, 1 = 2cycle

However 2cycle still doesnt works, but will be useful when 3D is added.

Other functions such as:
- rdp_additive_blending
- rdp_intensify
- rdp_color
- rdp_noise

Has been improved, previously you could call them without setting RDP to 1cycle, but they did a call to set other modes for that, in 3D i believe most of the time the RDP will be in 1cycle or 2cycle mode, so now they just do a color combiner set and must be called after setting the RDP into cycle mode.


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PostPosted: Sun Nov 19, 2017 2:02 pm 
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Joined: Mon Sep 15, 2014 4:35 pm
Posts: 3114
Location: Nacogdoches, Texas
I'm really loving all the niche effects that you're adding. :lol: Honestly though, that second gif makes it look like it could be useful for water splashes or shattered glass or something of that nature.


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