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Than to fix the Сhameleon & Khameleon in Mortal Kombat Armageddon?
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Than to fix the Сhameleon & Khameleon in Mortal Kombat Armageddon?
02-26-2011, 11:43 PM
#21
Squall Leonhart Offline
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use D3D9 or opengl with copy to ram, accurate texture cache set to normal
whilst D3D11 is faster, it is not up to par with either opengl or d3d9.

i would assume that the efb modifies frequently while rendering the effect due to changes in background location and the characters movement itself, so copy to texture would use the first texture set either being blank / colourless or a solid colour if the texture cache is enabled with copy to texture.
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02-27-2011, 07:44 PM (This post was last modified: 02-27-2011, 08:31 PM by mrTerryBogard.)
#22
mrTerryBogard Offline
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(02-26-2011, 11:43 PM)Squall Leonhart Wrote: i would assume that the efb modifies frequently while rendering the effect due to changes in background location and the characters movement itself, so copy to texture would use the first texture set either being blank / colourless or a solid colour if the texture cache is enabled with copy to texture.
Big GrinBig GrinBig GrinBig Grin But seriously, the trip "copy to texture" makes the chameleon and Khameleon buggy-green color.

Even in this official review Khameleon shows that it is 100% transparent!

Even Khameleon on real "Nintendo Wii" shows that it is 100% transparent!

Even in this end Khameleon on real "Nintendo Wii" shows that it is 100% transparent!

Now the argument is enough to begin correcting a bug?
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03-12-2011, 04:21 AM
#23
mrTerryBogard Offline
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And no considerations as to fix?
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