Some changes from SVN 178- Distant land and grass culling is not delayed by a frame any more.
- There is no alpha-to-coverage. Personal opinion; alpha stipple is too noticeable.
I was excited to try this not only for the shadows, but for the two line items I've quoted. I feel that the frame delay and alpha to coverage have been a step backwards for MGE from a visual quality perspective.
Unfortunately, my game just crashes on load with this. Here's what was in the log file:
Spoiler
MGE XE 0.6
>> CreateD3DWrapper
-- CreateD3DWrapper calling Direct3DCreate9
<< CreateD3DWrapper
>> D3D Proxy CreateDevice
-- D3D Proxy Factory OK
<< D3D Proxy CreateDevice
>> CreateInputWrapper
<< CreateInputWrapper
-- Proxy Keyboard OK
-- Proxy Mouse OK
-- Proxy Mouse OK
-- Proxy Mouse OK
>> Distant Land init
>> Distant Land init shader
-- Shader compiled OK
-- Shadow map shader compiled OK
-- Depth shader compiled OK
>> Distant Land init post shaders
>> Post Process shader init
-- Post shader data files\shaders\default\GIMP_HDRBloom_v1_3.fx loaded
-- Post shader data files\shaders\default\sunshaft_v002a.fx loaded
<< Post Process shader init
>> Distant Land init depth
>> Distant Land init shadow
>> Distant Land init water
>> Distant Land init world
>> Landscape Load
-- Landscape textures loaded
-- Landscape quadtree filled
<< Landscape Load
>> Distant Land init statics
Cannot load texture ndib_f_leaves00_lega.tga
-- Distant Land finished loading distant statics
I did follow the directions. Installed latest DirectX dist, based off of SVN 178, shaders where they should be, no MWSE, exp. fog, dynamic water, recalculated distant land, etc. Would any other debugging info be useful?
Thanks for your efforts, the videos really look excellent.