(01-10-2018, 12:02 PM)Bighead Wrote: You are right, I'm not good with C++ at all. That is unintentional and definitely not the desired behavior, the idea would be control for each texture individually. It took me like 8 hours to come up with that small change, much of that was just gaining a brief understanding of what's going on. And it would probably take me 8+ more to try to figure out how to do it properly. When I was testing it, I was just testing a single set of textures, so it looked like it was working correctly.
That's a good suggestion, although it might be complex for PNG files and I have no idea how hard it would be to implement. Right now a bit of noise seems ideal over broken effects, as the idea of arb mipmaps is niche and I don't think many textures or artists will take advantage of the effect. There are only 3 packs at the moment that make use of them, and very light use at that. I have no idea how to implement it, but if someone else could it would be great. For DDS it could be very clean, all "mipmap" files could technically have mipmaps built in such as...
tex_256x256_hash_14_arb.dds
tex_256x256_hash_14_arb_mip1.dds
tex_256x256_hash_14_arb_mip2.dds
tex_256x256_hash_14_arb_mip3.dds
tex_256x256_hash_14_arb_mip4.dds
....
But even then, the texture loader will have to distinguish between mipmaps in mipmaps, or just mipmaps. I guess having "_arb" could work as that switch.
PNG would be more messy. You could end up with something like...
tex_256x256_hash_14_arb.png
tex_256x256_hash_14_arb_mip1.png
tex_256x256_hash_14_arb_mip1_1.png
tex_256x256_hash_14_arb_mip1_2.png
tex_256x256_hash_14_arb_mip1_3.png
.....
tex_256x256_hash_14_arb_mip2.png
tex_256x256_hash_14_arb_mip2_1.png
tex_256x256_hash_14_arb_mip2_2.png
tex_256x256_hash_14_arb_mip2_3.png
.....
tex_256x256_hash_14_arb_mip3.png
tex_256x256_hash_14_arb_mip3_1.png
tex_256x256_hash_14_arb_mip3_2.png
tex_256x256_hash_14_arb_mip3_3.png
.....
Which would work, and all the files would be easy to auto-generate with my script. But actually having Dolphin make use of this is beyond me. I am willing to keep trying, as it's been entertaining attempting to learn the code. But I'm not against anyone doing it properly.
Im having the same problem you described in this thread, but with "tatsunoko vs capcom" usa release.
All textures dumped with the "_M" suffix have a lot of shimmering when upscaled or using custom textures. Like if the textures doesnt have mipmaps (they have) or the mipmaps are not working as they should.
is there a solution to this? even if i have to modify the source and compile the dolphin version im using.
Im using dolphin 5.0 - 21460
Thanks!!