![]() ![]() I'm afraid EAGL seems to have some sort of 'in-house' functions, of which I have no idea how they work, to render things. Forcing D3DRS_FILLMODE with D3DFILL_WIREFRAME confirms there is no hit/depth testing inside the Render* calls. Increasing the safehouse camera's FOV results in the behaviour above. I'll keep this updated.Ī little site note for the upd-2: Ignore the green tint of the sky, I was messing with the World parameters to check for issues with possible manual optimization. Winding direction of the vertices might be the problem too. Basically, by forcing CULL_NONE and enabling depth testing (forcing the game to render the closest objects first, the exact opposite of the Painter's algorithm), we might be able to fix this without messing with the memory at all. A possible explanation of why I couldn't reproduce the issue might be that I force some extra settings on the device (like the CULL_NONE). We can sort of fix this with messing with the Direct3Device9. This means that they wrote manual vertex code, without adding checks for a possible bigger viewport (because 2005), creating problems when there are unexcepted variables. At the center of the video sits Most Wanteds hero car, the iconic E46 BMW M3 GTR.Its immediately recognizable by its trademark blue-on-silver livery that is proudly displayed on the games cover. Developers presumed a viewport and optimized their implementation of D3D9 for that. First of all, you will have an opportunity to take a closer look at the available cars. Notice how the car was rendered but only partially until it was 'where it should be'. This chapter has been divided into two different sections. Upd-2: This is now a confirmed issue with the EAGL inside Most Wanted. Might be able to find car object rendering from here. Upd: I found out how game renders the glasses/reflections based on the Z-axis of the car. of Need For Speed, No Limits, the game requires you to level the up your car. I'll start with trying to find how game loads a 'transparent' body of the current vehicle for its reflection, if any of you have a list of the car body hashes, that'd help tremendously. Download Need for Speed Most Wanted and enjoy it on your iPhone, iPad. I'm not sure about any of these to be honest, I've only been messing around with Most Wanted for maybe a week and I also can't reproduce the issue. I think ReShade tries to do this) or if the game fails on load (low-level software limit, basically EAGL limit). I'll try to port my LOD Controller to Most Wanted, see if the game receives NULL on load (d3d9 limit, maybe forcing d3d9ex will help. Attempting to do something like that would take considerable amount of time and effort. A way around it would be to hook the limits and remove them (since we don't run 2005 hardware anymore), GTA:SA has a similar thing called 'Limit Adjuster'. Regardless, if it is because of the reflections, that only means the EAGL inside the game never was made to draw meaningful reflections. Base model from NFS World Sparkserver, with some parts from Real Racing 3. Also, I stack the cars to ensure it's not memory related. Description This car replaces None ( Addon car) Find more addon cars McLaren F1 (Extended Customization) in McLaren Orange stock paint. I already have it at 3, you can check it in the link I posted. ![]()
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