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The Hero

SkyGfx: PS2, Xbox and Mobile graphics for PC

Recommended Posts

AshGamer007
56 minutes ago, Arceus said:

i change vehiclepipe to mobile,env the game crashes when i play samp 0.3dl server but it works well in 0.3.7 server

Try SAMPGraphicRestore

 

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pep legal
8 hours ago, The Hero said:

...I would like to see screenshots of what you mean.

 

The "ugliness" of vehicle transparency was reported here : https://gtaforums.com/topic/750681-skygfx-ps2-xbox-and-mobile-graphics-for-pc/?do=findComment&comment=1070670554

EDIT : it's my second post from the bottom (link not working hre).

 

About building :

 

Well...on the main model skygfx works good.

 

but  for LODs I'm using a "workaround" ( since the game doesn't send LODs to the Alpha List).

 

The workaround is: (right before primitive drawing)

 

	CurrMaterial = *reinterpret_cast<D3DMATERIAL9 *>(0xC98AF8); // get last material parameters
	CurrMaterial.Diffuse.a *= masterAlpha; // change material alpha

 

 

And this doesn't work if using SkyGfx (unless I switch callbacks).

 

Even for vehicle I'm using that "workaround" (also enabling culling)...to avoid the above mentioned "ugliness".

 

(Maybe if you keep that CurrMaterial variable updated, this code could work !?)

 

.

 

Edited by pep legal

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xXKenBlockXx
8 hours ago, Maks_Grain4 said:

The Hero, Please add to Skygfx - changing the rendering distance of LOD cars and wheels. It would be great if you can change the parameters. And then the low resolution of thirty meters - spoils the atmosphere of the game

No.

 

Use MixSets. Those are configurable with this mod. Among many other things. Overall very useful and indispensable.

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WarButler
9 hours ago, Maks_Grain4 said:

The Hero, Please add to Skygfx - changing the rendering distance of LOD cars and wheels. It would be great if you can change the parameters. And then the low resolution of thirty meters - spoils the atmosphere of the game

I think MixSets v4 has these options

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The Hero

pep_legal: I do not use D3DMATERIAL. This is a fixed function pipeline thing and I'm using vertex shader for all my rendering. If you want to change a material's alpha, change the material's alpha and not some D3D thing.

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WingedF

Love how the new Env vehicle pipe looks and I'm trying to get it to work with SAMP as well and I'm experiencing essentially the same issue as @Krystofer. Seems to work fine in areas where there are few vehicles, but when moving to a more densely packed area it crashes. If anyone has a fix for that, please do share.

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pep legal
6 hours ago, The Hero said:

pep_legal: I do not use D3DMATERIAL. This is a fixed function pipeline thing and I'm using vertex shader for all my rendering. If you want to change a material's alpha, change the material's alpha and not some D3D thing.

 

Hope not be abusing or your patience !

 

Chapter 2 : 

 

If I tweak just a little the model alpha before those Render Lists be constructed, (CModelInfo::ms_modelInfoPtrs[entity->m_nModelIndex]->m_nAlpha) ... like put 254... it's suficient to send the model to Alpha List...even a model in front of Camera...even a model without any alpha texture...or vertex alpha.

 

Well...this is always true WITHOUT Skygfx.

 

WITH Skygfx I get ERRRATIC behaviour.

 

.

Edited by pep legal

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The Hero

I do not mess with the alpha list or things like that in skygfx. And i don't know what you mean by erratic behaviour.

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Maks_Grain4
18 hours ago, WarButler said:

I think MixSets v4 has these options

For GTA 3 and GTA VC - no such

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pep legal
6 hours ago, The Hero said:

I do not mess with the alpha list or things like that in skygfx. And i don't know what you mean by erratic behaviour.

 

 

Spoiler
/=====================================================================================
//This is called just BEFORE the render Lists are built

if (entity->m_nModelIndex == 3584) { CModelInfo::ms_modelInfoPtrs[entity->m_nModelIndex]->m_nAlpha = 128; }

//=====================================================================================

 

 

Spoiler
/=====================================================================================
//This is called right AFTER the render Lists are built

CLinkList<CVisibilityPlugins::AlphaObjectInfo> &m_alphaEntityList = *(CLinkList<CVisibilityPlugins::AlphaObjectInfo>*)0xC88120;

CEntity**& visibleEntityPtrs = *(CEntity***)0x553529;

void probeRenderLists()
{
	for (auto i = m_alphaEntityList.usedListTail.prev; i != &m_alphaEntityList.usedListHead; i = i->prev)
	{
		CEntity * entity = (CEntity*)i->data.m_pAtomic;

		if (entity->m_nModelIndex == 3584)
		{
			snprintf(message, 256, "id 3584 : ALPHA list");
			CMessages::AddMessageJumpQ(message, 200, 0, false);
		}
	}

	for (int i = 0; i < CRenderer::ms_nNoOfVisibleEntities; i++)
	{
		CEntity * entity = visibleEntityPtrs[i];

		if (entity->m_nModelIndex == 3584)
		{
			snprintf(message, 256, "id 3584 : VISIB list");
			CMessages::AddMessageJumpQ(message, 200, 0, false);
		}
	}
}

//=====================================================================================

 

 

 

https://youtu.be/gwJOvxQdQss

 

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The Hero

That's certainly strange. Maybe I actually do do something then, but I don't know what, sorry.

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Veroder
On 12/29/2018 at 3:25 PM, The Hero said:

No. In fact, sharptrails originally WAS in skygfx when i first implemented it, but I liked it better as a separate mod.

I know this post is a little old, but would you mind explaining why? I'm curious. (the decision's up to you though of course, I'm not disputing that)

Edited by Veroder

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The Hero

I felt it had nothing to do with PS2 graphics. Of course these days skygfx has a lot more than just ps2 graphics, but back in the summer of 2015 when i was working on xbox vehicles that wasn't the case.

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Veroder

Cool, would you ever consider integrating it again? I understand that it ain't exactly a priority, but still.

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The Hero

Not really. I'm quite happy the way it is.

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pep legal
4 hours ago, The Hero said:

That's certainly strange. Maybe I actually do do something then, but I don't know what, sorry.

 

Whew ! Finally ! 😅 (An entire weekend on this !)

 

Not your fault. It's a game BUG !  Closely related to the original (bugged) fade in/out control.

 

Skygfx just made the problem evident (...and easier to isolate).

 

It's fixed now. 😎

Edited by pep legal

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The Hero

Explain what it was though.

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Veroder

The sniper in VC has blurry trails even with Sharptrails installed. This is known right? It's just a case of it is what it is? Also, is it just me or does the game tend to flicker a little bit?

Edited by Veroder

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pep legal
17 hours ago, The Hero said:

Explain what it was though.

 

Don't ask me to explain Rockstar coders' stupidities...they are unexplainable ! 😄

 

Soon I will put this code on GitHub for experts appreciation !  🤓

 

For short : Before render lists construction, alpha has to be less than 0xFF in order to an entity go to alpha list.

 

Changing subjects...

 

Do you think it would be possible to improve dual pass during fade in/out transition ?

 

I was wondering about that render state called: rwRENDERSTATEALPHATESTFUNCTIONREF.

 

Instead of a constant...shouldn't that state be set to a fraction ( like half ) of the Alpha value ???

 

Fade in/out is really ugly :    https://youtu.be/hx4GS2keUR0

 

.

Edited by pep legal
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The Hero

But didn't you change the alpha before the renderlists were constructed? I still don't get what the problem was.

 

As for dual pass rendering I don't think there's much I can do about it. I just ported PS2 behaviour to the best of my knowledge.

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MartyMcFall

Why is Ambient Occlusion not working with SkyGFX?

Edited by MartyMcFall

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The Hero

Probably because i'm overriding a lot of rendering things.

 

off topic: my gtaforums account is 15 years old today \o/

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ThirteenAG
1 hour ago, The Hero said:

off topic: my gtaforums account is 15 years old today \o/

YiBIRXh.gif

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  • YEE 4

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Marsi4eg
12 hours ago, The Hero said:

off topic: my gtaforums account is 15 years old today \o/

Congratulations, you so old!

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pep legal

Hi aap...it's me again ! 😎   ... I just need some directions...

 

I'm rendering an entity on a texture...before All the rendering process starts.

 

The entity ( a pine tree in this case) is correctly rendered...but it looks "skiny" and "bluish".

 

I placed the camera properly in front the entity, camera size set, Fog is disabled. Texture raster is previously set to be fully transparent (RGBA = 0,0,0,0)... and finally entity->Render() is called (between Begin and EndUpdate offcourse).

 

With or Without Skygfx the resulting image is not good.

 

I've also tried to call RxPipelineExecute directly (twice...because I want that dual pass thing)...same result.

 

Is there any setup I'm missing before rendering ?

 

Any hint ?

 

Spoiler
//Prepare rendering

	bool mipMappingSaved = RwTextureGetMipmapping();
	bool autoMipMappingSaved = RwTextureGetAutoMipmapping();

	RwTextureSetMipmapping(0);
	RwTextureSetAutoMipmapping(0);

	RwRGBA color = { 0x0, 0x0, 0x0, 0x0 };

	RwCameraClear(cam, &color, 3);

	float orgFarPlane = cam->farPlane;
	float orgNearPlane = cam->nearPlane;

	cam->farPlane = shiftCam + 10.0f;
	RwCameraSetNearClipPlane(cam, 1.0f);

	if (RwCameraBeginUpdate(cam))
	{
		DefinedState();
	
		RwRenderStateSet(rwRENDERSTATEFOGENABLE, 0);
      
		entity->Render();

		RwCameraEndUpdate(cam); 		
	}

	//resume previous setup
	
	RwTextureSetMipmapping(mipMappingSaved);
	RwTextureSetAutoMipmapping(autoMipMappingSaved);

	cam->frameBuffer = orgFrameBuffer;
	cam->zBuffer = orgZBuffer;

	CameraSize(cam, 0, tanf(CDraw::ms_fFOV * 0.0087266462f), CDraw::ms_fAspectRatio);

	cam->nearPlane = orgNearPlane;
	RwCameraSetFarClipPlane(cam, orgFarPlane);
	

 

 

Thanks.

Edited by pep legal

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The Hero

Probably the lighting then?

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VectorX

For some reason, SKYGFX crashes in SA-MP 0.3.DL Version. (Yes im using SAMPGraphicRestore but still its not working :/

 

Here is the crash log kinda thing:

 

 

SA-MP 0.3.DL-R1
Exception At Address: 0x579A2FA7
Base: 0x03C80000

Registers:
EAX: 0x00000000    EBX: 0x00000080    ECX: 0x00A9B0C8    EDX: 0xC4BB7CC3
ESI: 0x167E6040    EDI: 0x20564C30    EBP: 0x0177F444    ESP: 0x0177F430
EFLAGS: 0x00210202

Stack:
+0000: 0x167E6040   0x440277C1   0xC4BB7CC3   0x417CF256
+0010: 0x3D0AF932   0xFFFDFFFF   0x005543C7   0x00000001
+0020: 0x00000000   0x167E6040   0x45124000   0x579A2F01
+0030: 0x44A65112   0xC53EBBC9   0x4137EF9E   0x0055493C
+0040: 0x167E6040   0x0177F490   0x80000000   0x00000046
+0050: 0x0177F50C   0x00000000   0x428C0000   0x00000002
+0060: 0x454D67DE   0x0072D10B   0xFFFFFFE1   0x00C8E0D4
+0070: 0xC3D212B2   0xC43ABB49   0x059FBAD0   0x00000046
+0080: 0x00000046   0xBFD3283B   0x3F0D40ED   0x428CB1D9
+0090: 0x00000005   0x428CFBB4   0x0000001D   0x00000004
+00A0: 0x00000001   0x00000031   0x00000046   0x40519F76
+00B0: 0x428CE931   0x41EF79CE   0x42A1C0A1   0x42434830
+00C0: 0x42A151BB   0x42468732   0x424F2C16   0x4227B5D0
+00D0: 0x425009E2   0x422476CD   0x0177F568   0x44480001
+00E0: 0x00555563   0x0177F604   0x00000005   0x00554840
+00F0: 0x0177F568   0x0177F568   0x0000000D   0x059FBAD0
+0100: 0x05A0E8F8   0x167E6040   0x0177F66C   0x00000000
+0110: 0x3C888889   0x443ABB49   0xC3D212B2   0x44480001
+0120: 0xC43ABB49   0xC3D212B2   0x44480001   0x0177F5EC
+0130: 0xC6C4F186   0x473B8000   0x4402B172   0xC4BBE8D7
+0140: 0x4184AC3D   0x440C4273   0xC4B2AD22   0x42343A4A
+0150: 0x43E264F1   0xC4B649AC   0x42343A4A   0x43E2CCE9
+0160: 0xC4B6AB0E   0xC18F16FB   0x440C766E   0xC4B30E84
+0170: 0xC18F16FB   0x44811F69   0xC4019984   0x43C61C63
+0180: 0xC3CD2C75   0xC461E7D8   0x43C61C63   0x43E5FDB3
+0190: 0xC42C2E03   0x4272198E   0x432B50F6   0xC43F70DF
+01A0: 0x4272198E   0xC3C7C23A   0xC46C0CC0   0xC3DD8297
+01B0: 0x448279F8   0xC40BBE6C   0xC3DD8297   0x432D7B74
+01C0: 0xC4417841   0xC2D6A59B   0x43E712F2   0xC42E3565
+01D0: 0xC2D6A59B   0x428CE931   0x41EF79CE   0x42A151BB
+01E0: 0x42468732   0x424F2C16   0x4227B5D0   0x425009E2
+01F0: 0x422476CD   0x42A1C0A1   0x42434830   0x005558E2
+0200: 0x059FE444   0xFFFFFFD0   0x41586880   0x579A3627
+0210: 0x059FE444   0x0177F668   0x00000003   0x01C2B178
+0220: 0x0177F704   0xFFFFFFFF   0x42C80000   0x4469551E
+0230: 0x05A0E950   0x00000040   0xFFD09441   0x0177F684
+0240: 0x0053E9FE   0x44700000   0x44070000   0x57C4FC50
+0250: 0x00000001   0x0177F6CC   0x57C4B8E9   0x0177F6D8
+0260: 0x01BF6ED8   0x57CA8A9C   0x01C2B178   0xFFFFFFFE
+0270: 0x00000024   0x00000001   0x00000000   0x00000000

SCM Op: 0x248, lDbg: 0 LastRendObj: 1294

Game Version: US 1.0

State Information: Ped Context: 0
P0 (0,0) P1 (0,0) P2 (0,0) P3 (0,0) 
P4 (0,0) P5 (0,0) P6 (0,0) P7 (0,0) 
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P288 (0,0) P289 (0,0) P290 (0,0) P291 (0,0) 
P292 (0,0) P293 (0,0) P294 (0,0) P295 (0,0) 
P296 (0,0) P297 (0,0) P298 (0,0) P299 (0,0) 
P300 (0,0) P301 (0,0) P302 (0,0) P303 (0,0) 
P304 (0,0) P305 (0,0) P306 (0,0) P307 (0,0) 
P308 (0,0) P309 (0,0) P310 (0,0) P311 (0,0) 
P312 (0,0) P313 (0,0) P314 (0,0) P315 (0,0) 
P316 (0,0) P317 (0,0) P318 (0,0) P319 (0,0) 
P320 (0,0) P321 (0,0) P322 (0,0) P323 (0,0) 
P324 (0,0) P325 (0,0) P326 (0,0) P327 (0,0) 
P328 (0,0) P329 (0,0) P330 (0,0) P331 (0,0) 
P332 (0,0) P333 (0,0) P334 (0,0) P335 (0,0) 
P336 (0,0) P337 (0,0) P338 (0,0) P339 (0,0) 
P340 (0,0) P341 (0,0) P342 (0,0) P343 (0,0) 
P344 (0,0) P345 (0,0) P346 (0,0) P347 (0,0) 
P348 (0,0) P349 (0,0) P350 (0,0) P351 (0,0) 
P352 (0,0) P353 (0,0) P354 (0,0) P355 (0,0) 
P356 (0,0) P357 (0,0) P358 (0,0) P359 (0,0) 
P360 (0,0) P361 (0,0) P362 (0,0) P363 (0,0) 
P364 (0,0) P365 (0,0) P366 (0,0) P367 (0,0) 
P368 (0,0) P369 (0,0) P370 (0,0) P371 (0,0) 
P372 (0,0) P373 (0,0) P374 (0,0) P375 (0,0) 
P376 (0,0) P377 (0,0) P378 (0,0) P379 (0,0) 
P380 (0,0) P381 (0,0) P382 (0,0) P383 (0,0) 
P384 (0,0) P385 (0,0) P386 (0,0) P387 (0,0) 
P388 (0,0) P389 (0,0) P390 (0,0) P391 (0,0) 
P392 (0,0) P393 (0,0) P394 (0,0) P395 (0,0) 
P396 (0,0) P397 (0,0) P398 (0,0) P399 (0,0) 
P400 (0,0) P401 (0,0) P402 (0,0) P403 (0,0) 
P404 (0,0) P405 (0,0) P406 (0,0) P407 (0,0) 
P408 (0,0) P409 (0,0) P410 (0,0) P411 (0,0) 
P412 (0,0) P413 (0,0) P414 (0,0) P415 (0,0) 
P416 (0,0) P417 (0,0) P418 (0,0) P419 (0,0) 
P420 (0,0) P421 (0,0) P422 (0,0) P423 (0,0) 
P424 (0,0) P425 (0,0) P426 (0,0) P427 (0,0) 
P428 (0,0) P429 (0,0) P430 (0,0) P431 (0,0) 
P432 (0,0) P433 (0,0) P434 (0,0) P435 (0,0) 
P436 (0,0) P437 (0,0) P438 (0,0) P439 (0,0) 
P440 (0,0) P441 (0,0) P442 (0,0) P443 (0,0) 
P444 (0,0) P445 (0,0) P446 (0,0) P447 (0,0) 
P448 (0,0) P449 (0,0) P450 (0,0) P451 (0,0) 
P452 (0,0) P453 (0,0) P454 (0,0) P455 (0,0) 
P456 (0,0) P457 (0,0) P458 (0,0) P459 (0,0) 
P460 (0,0) P461 (0,0) P462 (0,0) P463 (0,0) 
P464 (0,0) P465 (0,0) P466 (0,0) P467 (0,0) 
P468 (0,0) P469 (0,0) P470 (0,0) P472 (0,0) P473 (0,0) 

 

 

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Maks_Grain4

Tell me which program to open binary ipl? Need to edit the parameters

Edited by Maks_Grain4

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pep legal
On 1/27/2020 at 5:45 PM, The Hero said:

Probably the lighting then?

 

Not lighting...but that Alpha Blending Thing !

 

Gosh !!!...I've spent hours to understand that thing ! 😅  It follows the Logic of the Hell ! 👿

 

For some reason, I could not use the usual (and most common) alpha blend setup.  Whether it's because I'm putting the previously rendered raster BACK into the World (to be rendered again) ...OR...because rendering on a Texture Raster has different behaviour of Camera Raster.

 

Whatever. 🙄

 

I also would like to ask for a favour / improvement ! 😉

 

I've emulated the Dual Pass render of Skygfx (that D3D9RenderDual function) JUST to Confirm the render state called rwRENDERSTATEALPHATESTFUNCTIONREF should be proportional to the Alpha value of the Atomic.

 

Something like this :

RwRenderStateSet(rwRENDERSTATEALPHATESTFUNCTIONREF, ((config->zwriteThreshold * ALPHA) >> 8)));

 

I have not recorded another video, but believe me...Fade transitions become very PRETTY with that solution.

 

And it will not affect you, since 99.9% of the times, alpha = 255.

 

Thanks.

 

 

 

 

Edited by pep legal

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The Hero

Actually that really doesn't sound so bad. I never noticed fade in being particularly ugly but i guess it's possible. i imagine the implementation to be rather ugly though :/

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