the expression EffectParam() does only update once the frame loads for me. it's like the issue in 2b with the change effect action only working in start of frame.
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the expression EffectParam() does only update once the frame loads for me. it's like the issue in 2b with the change effect action only working in start of frame.
The coordinates of the edges doesn't change when loading a frame into an active object.
small bug: 'Set Effect to: None' displays as "Set Effect to"
"Grab desktop at start" doesn't work. It displays everything normally except the border color area, which displays the desktop.
This is because the desktop doesn't work with Direct3D unless you're on Vista. Just like the graphical issue with white showing up around the buttons whenever you have the visuals enabled. Some things in MMF2 only exist because it found exploits in using software mode, but I don't think they're supported in Direct3D.
One question:
Does that mean there won't be any more "lines" on the display's edge when you use an effect like "sphax' sine wave"?Quote:
- effects on layers will be optimized in a future version.
I can't really describe it, so here's a screenie:
http://img3.imagebanana.com/img/c8ftrx8z/sonic.png
It's not an MMF2 issue Looki, it's how pixel shader works.
A pixel shader can't display what is not already displayed.
So, if you don't want to have this "lines" or the "repeated border pixels", add one pixel border around you screen or your sprite in the color you want. ;)
Sphax: Um, but I think this is because MMF just sends the "visible" pixels to the shader?
Of course it does. Pixel shaders does not warp geometry. Vertex shaders do that and can affect what is visible and what is not since it can move geometry aound. Vertex shaders can not create that warp effect alone though, it would only move around the corner-vertices.
The repeat-border "bug" is not easily fixed.
So wouldn't it make most sense to make this feature software only, but keep the rest using Direct3D?Quote:
Originally Posted by BrandonC