Stephen King's most popular book, according to polls of his fans, is an end-of-the-world scenario: a rapidly mutating flu virus is accidentally released from a U.S. You either love it or hate it, but you can't ignore it. I did only minimal testing on the first level.In 1978, science fiction writer Spider Robinson wrote a scathing review of The Stand in which he exhorted his readers to grab strangers in bookstores and beg them not to buy it. Various small light sources should now work. Improved heuristic used to detect shadowmap projection matrix.Fixed shader emulating fixed function water effect.History Version 0.04 () - Very experimental. Will first try to load file d3d8_trace.dll from the current directory. Support for additional chained wrappers.offline\system).Äownload Version 0.05 () - Very experimental. Unpack the archive to the directory containing SplinterCell2.exe (e.g. It replaces the fixed function setup with pixel shader. It is possible that the driver generates setup which divides by Z which leads to garbage. The game uses a fixed function stage setup to apply the projected water and expects that the XY/W is used for the projection and the vertex shader does not define value for Z component. 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.Ä«ackground 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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