Comments (8)
It does actually support tri-point, though it incorrectly turns it on for all textures. You need to set TextureFilter=2
in the config. But I suspect the difference in filtering might explain some of the differences in envmap rendering.
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It looks like texture scale isn't being taken into consideration by the environment map effect. It's very noticeable on windows, and the desk at the start of Mr. Blonde's Revenge.
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Doors in Carrington Institute, Air Force One, all glass textures, Falcon 2... This applies to all models using the effect.
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This should now be at least partially fixed. Was due to a dumb copypaste mistake in the renderer.
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The env map effect looks to be closer to emulation now. Can't tell if it's a match since of small differences in angles between the screenshots.
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Yep, the brokenness is definitely fixed! And reflections seem to match up pretty closely now.
Emulation | Port |
---|---|
The difference in the opening logos appearance is pretty strange, I wonder if it has anything to do with the altered FOV calculation? In fact, this comparison is a bit misleading because the emulation screenshots have a black border around them. However, in testing, the difference in the shading is visible regardless of whether the port is in widescreen or not.
Emulation | Port |
---|---|
Maybe there's a bug to fix there, but the main problem is solved so feel free to close the issue.
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I guess I'll close this for now, it looks close enough at least.
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@s-ilent It appears you have your top screenshots mixed up, as the "emulation" ones use bilinear texture filtering while the "port" ones use tri-point filtering. However, this port only supports bilinear filtering right now.
(The emulated screenshots also have that slight letterboxing from the NTSC resolution.)
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