Anders Jenbo
Anders Jenbo
If someone figures out the correct value for highlights in one of the 3 I'm happy to translate it to the two others.
Something like that could be a good idea, but right now there is only the material power value (appearance.shininess), but you could sure adjust the forumla to have a few...
You can now modify the shininess in real time to help find the right value. Just start the game with `--debug` and adjust the slider to a value where things...
This would probably be the best scene to use for comparison (easy to get to and replicate, big shiny object with some curve), could some one get me a screen...
Are the 3 shots all from the director software renderer? It looks like maybe it's more about angle then brightness?
I wonder if the DirectX 5 lighting model got broken at some point and running the game on newer systems causes it to produce DirectX 6+ style lighting.
oh wow so there really is a difference depending on which version of DirectX you have, now I don't feel so bad for not exactly matching it :D
In case anyone is good with shaders the implementatino used for the SDL_GPU is written in HLSL and the highlight portion can be found here: https://github.com/isledecomp/isle-portable/blob/cb199a87282028351f03ed37ba48546e84ea55d6/miniwin/src/d3drm/backends/sdl3gpu/shaders/src/SolidColor.frag.hlsl#L67
Reading a bit the difference of Ram and RGB emulation is that RGB does colored lights and Ramp doesn't, so there would be a difference there as well.
I think I have gotten very close, it's not a perfect match for either but with there being multiple different ways they where implemented originally and vary sparse details regarding...