You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
By clicking “Sign up for GitHub&rdq
89F5
uo;, you agree to our terms of service and
privacy statement. We’ll occasionally send you account related emails.
"first map is in screenspace" seems to be having incorrect additional behavior when compared to xbox. the first bitmaps UV offsets and animation period changes with camera distance. UV offset is shifted down when the camera moves away and up when the camera gets closer. The animation period increases as the camera moves away and decreases when the camera gets closer, almost to the point where there stops being animation. This is a problem for some hologram shaders created for halo, as they stop appearing correctly depending on where you are viewing them from, cortana is an example.
the period scaling behavior needs to not happen, and the UV offsetting should probably also not happen in case it affects looping of the animation. the flag should only orient the bitmap in the cameras facing, which it does seem to do already. this may be something that needs to be investigated on original hardware or an emulator.
The text was updated successfully, but these errors were encountered:
Uh oh!
There was an error while loading. Please reload this page.
"first map is in screenspace" seems to be having incorrect additional behavior when compared to xbox. the first bitmaps UV offsets and animation period changes with camera distance. UV offset is shifted down when the camera moves away and up when the camera gets closer. The animation period increases as the camera moves away and decreases when the camera gets closer, almost to the point where there stops being animation. This is a problem for some hologram shaders created for halo, as they stop appearing correctly depending on where you are viewing them from, cortana is an example.
original hardware
https://youtu.be/nJVYKCsOVHU?t=610
she has a scrolling scanline that rolls down her body, it should be visible and animate from the distance the camera is from her in cutscenes.
to simplify this visually i've stripped the rest of the bitmap components to cortana's body shader and only left the bitmap flagged as in screenspace
https://cdn.discordapp.com/attachments/576156733538566160/774009908244774962/2020-11-05_15-38-01.mp4
the scrolling effect almost stops completely, making it near impossible to see up close.
https://cdn.discordapp.com/attachments/381219820877643786/774091133852319744/2020-11-05_21-01-21.mp4
the period scaling behavior needs to not happen, and the UV offsetting should probably also not happen in case it affects looping of the animation. the flag should only orient the bitmap in the cameras facing, which it does seem to do already. this may be something that needs to be investigated on original hardware or an emulator.
The text was updated successfully, but these errors were encountered: