Next, I want to use it in my working file, but will an error occur when the modification is unknown? I will check all the next work, thank you!
Next, I want to use it in my working file, but will an error occur when the modification is unknown? I will check all the next work, thank you!
It should work fine, I just removed the parameters from the ColorWheel cause that wasn't really necessary.
If it doesn't work properly, Dx11 will exit automatically.....
Color Picker.mfa
The cause of the error has been found and started normally after deletion, but why? It is still unknown whether there will be errors with other objects, so we can only continue like this......
I don't think it's crashing because of the shader, it's most likely a font incompatibility, specially on active system box.
About the shader, if you had my previous port, delete ColorWheel.premultiplied.fxc, it might conflict with the new code.
I was thinking something like this:
https://1drv.ms/u/s!Atq7cUIJ7uextCG3...4ImmA?e=mYrpGE
So you still have control over the width of the wheel, but you don't have to change the edge softness according to the size of the object (it's a fixed 1 pixel transition).
I didn't multiply by In.Tint, because I'm still not sure if / when you're supposed to?!
To be honest, I've never understood the point of pre-multiplied alpha - it's always been a pain to work with, for example when loading .png files etc. Is there any reason Clickteam have added it, or any reason why anyone should use it? I'd just recommend that noone ever uses it.
I like what you did there, but it didn't worked for the middle hole, it's shows just a circle for me...
In.Tint is actually the RGB/Blend Coef data by the looks of it, unfortunately DX9 lacks this...
Anyway, it's not necessary in this case, wouldn't work on DX9 anyway because there's no way to get it.
I think some stuff looks better on pre-multiplied alpha, like text rendering, but idk what else it does...
I wonder if it increases (or decreases) performance...