U2020-10-16-2036 and Smoke Colour
#1
Posted 17 October 2020 - 11:21 AM
#2
Posted 17 October 2020 - 12:11 PM
Video is Nvidia GT 1050
#3
Posted 17 October 2020 - 10:23 PM
#4
Posted 18 October 2020 - 07:40 AM
#5
Posted 18 October 2020 - 03:10 PM
#6
Posted 19 October 2020 - 01:09 AM
#9
Posted 23 October 2020 - 05:02 PM
#10
Posted 24 October 2020 - 01:03 AM
Index: Orts.Formats.Msts/LightCollection.cs =================================================================== --- Orts.Formats.Msts/LightCollection.cs (revision 3960) +++ Orts.Formats.Msts/LightCollection.cs (working copy) @@ -52,6 +52,14 @@ new STFReader.TokenProcessor("transition", ()=>{ Transition = 1 <= stf.ReadFloatBlock(STFReader.UNITS.None, 0); }), new STFReader.TokenProcessor("angle", ()=>{ Angle = stf.ReadFloatBlock(STFReader.UNITS.None, null); }), }); + // Color byte order changed in XNA 4 from BGRA to RGBA + Color = new Color() + { + B = (byte)(Color), + G = (byte)(Color >> 8), + R = (byte)(Color >> 16), + A = (byte)(Color >> 24) + }.PackedValue; } public LightState(LightState state, bool reverse)
that Peter already noticed and corrected for lights, but I'm not sure.
Here http://www.elvastowe...post__p__226424 I mention the issue.
If you read just subsequently in that thread, you will notice also the pixellation effect bug, that seems the same reported in another bug thread here.
Reading further in the thread, pixellation seems to have been solved here by Dennis http://www.elvastowe...post__p__228355 .
#11
Posted 25 October 2020 - 05:30 AM
dforrest, on 17 October 2020 - 11:21 AM, said:
Yes, it appears so.
Csantucci, on 19 October 2020 - 01:09 AM, said:
Yes, this is the new MonoGame version.
When we encounter an issue that you remember being fixed previously, if you are able, it would be helpful if you could find that fix. I don't want to duplicate the work of fixing these kinds of problem if I can help it. :)
Csantucci, on 24 October 2020 - 01:03 AM, said:
Here http://www.elvastowe...post__p__226424 I mention the issue.
Yes, we've got the correction for lights. Thanks for the link to the post, which gives me a period to search your code to find the fix.
Csantucci, on 24 October 2020 - 01:03 AM, said:
Reading further in the thread, pixellation seems to have been solved here by Dennis http://www.elvastowe...post__p__228355 .
Ah, great, thanks! I will put down a review of all the shader warnings in case there's other problems lurking in there like this one.
#12
Posted 25 October 2020 - 08:57 AM
I have been watching these problems and, knowing that I'd previously found solutions to some of them, have been trying to untangle them from my poorly documented system. I'd forgotten that some of the patches might still be found on these forums.
Dennis
#13
Posted 25 October 2020 - 09:08 AM
dennisat, on 25 October 2020 - 08:57 AM, said:
Incidentally, the solution to the football sized snow drops is this:
Source/RunActivity/Viewer3D/Precipitation.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Source/RunActivity/Viewer3D/Precipitation.cs b/Source/RunActivity/Viewer3D/Precipitation.cs index 9c177d8e2..a4d620f77 100644 --- a/Source/RunActivity/Viewer3D/Precipitation.cs +++ b/Source/RunActivity/Viewer3D/Precipitation.cs @@ -520,7 +520,7 @@ public override void SetState(GraphicsDevice graphicsDevice, Material previousMa shader.precipitation_Tex.SetValue(DynamicPrecipitationTexture[precipitation_TexIndex]); } - graphicsDevice.BlendState = BlendState.AlphaBlend; + graphicsDevice.BlendState = BlendState.NonPremultiplied; graphicsDevice.DepthStencilState = DepthStencilState.DepthRead; }
Dennis
#14
Posted 25 October 2020 - 04:08 PM
#15
Posted 26 October 2020 - 12:38 AM
by checking with Notepad++ the differences in ParticleEmitter.cs between Peter's original version and the actual OR NewYear MG I found the patch needed to get correct exhaust colors. Here it is

Number of downloads: 525
Dennis, do you remember if this too was your finding?