At this moment there is nothing specific to SC:PT so it is possible that the wrapper might work for other games with this problem as well.īackground of the problem with reflections It monitors upload of vertex shader constants and when it sees constant which looks like projection matrix with the bithdepth-scaled values for 24bit shadow buffer, it changes it to correspond to the DX9+ behavior. It seems that starting with some version of the driver or HW, the DirectX8 path no longer comply with the original behavior and instead expects the DirectX9+ behavior. For all other APIs the value is expected to be as. For DirectX8 the application is supposed to provide the value in range where the bitdepth is bit depth of the depth texture. When taking advantage of shadowmap textures supported since GeForce 3, there is a difference between DirectX8 (used by the game) and DirectX9+ in how the API expects the Z/W value at input of the texture sampler with shadowmap texture. I am planning to look at those issues eventually however there is no specific timeline. There is lighting issue in area near the ladder. Reflections on the sea surface is probably still not entirely correct.Note the current version fixes only SOME from the issues. This page contains very early version of simple wrapper which improves compatibility of Splinter Cell: Pandora Tomorrow with never versions of Nvidia drivers.
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