Now WE NEED TESSELATION (SSGI suffers on low poly)... and freetrack headtreacking support (or simply make custom keys for "free look", to emulate freetrack with opentrack).
And you, Tino, you deserve a Nobel for Peace and Joy!
Really, make a kickstarter campaign for buy you time and a damn good vacation!
P.S. "Depth Texture: [...] still not used but will be required for future effects". Depth Texture+Tessellation=Displacement, it's true?

Hey, I was wondering, when importing a material map, what format does it have to be in? Does it require a specific name? Are only certain file types supported? When my new mic comes tomorrow, I would like to make a guide video with the goal in mind of showing people everything ishiruka is capable of and hopefully inspire more people to develop for dolphin so any information would be helpful. ^.^
@rlaugh0095: material maps are just textures, the name for a material map is <TextureID>.nrm.extension where texture id is the texture identifier(hash) but building it by hand is a little hard that is why i build the tool that i published in the post #3. the process to build a material is, create a color texture, create a bump texture, create a normal texture and a specular texture following the naming conversion explainen in the post, with that you execute the tool point to the origin and destination folder and then the color and material texture will be created in the destination folder. The best way to learn is to try it so please if you need any help just contact me.
(10-03-2015, 03:48 AM)Tino Wrote: [ -> ]@rlaugh0095: material maps are just textures, the name for a material map is <TextureID>.nrm.extension where texture id is the texture identifier(hash) but building it by hand is a little hard that is why i build the tool that i published in the post #3. the process to build a material is, create a color texture, create a bump texture, create a normal texture and a specular texture following the naming conversion explainen in the post, with that you execute the tool point to the origin and destination folder and then the color and material texture will be created in the destination folder. The best way to learn is to try it so please if you need any help just contact me.
Alright! Let me see what I can do. ^.^
Great new features! Thank you again, Tino. Phong lighting looks good, and now there's a lot of new potential for texture packsÂ

 .
However... this new build killed most of my shader modifications (any aspect ratio modding, as well as disabling some effects for 3D) for Zelda TP, and some for other games (the same shaders now have different CRCs)Â

 . I guess the lighting changes made a lot of shaders change. I wish they could remain the same in all builds, including master. I should approach those things with AR codes instead of overriding shaders that can change so frequently (if I knew how :p). Not your fault, by the way.
@masterotaku: can you give more detail on what moddifications you do?
lol oh man, this is trickier than I thought.XD
Well anyway, would yall say this is a good place to start?
https://www.youtube.com/watch?v=fnmeQ_hgmbo I just need a good starting point, and I think I can begin to comprehend this!
(10-03-2015, 04:35 AM)Tino Wrote: [ -> ]@masterotaku: can you give more detail on what moddifications you do?
I use 3Dmigoto (
https://github.com/bo3b/3Dmigoto/releases), which is usually used in the DX11 helixmod fixes to fix vertex and pixel shaders to make them display correctly with 3D Vision. The typical fixes include water reflections, things that only rendered in one eye, customizable depth to the HUD, etc.
But what I did in this thread (
https://forums.dolphin-emu.org/Thread-shader-fixing-disabling-for-2d-and-3d-thread-using-3dmigoto , btw the screenshot host is down right now) are mostly aspect ratio mods. Everything is rendered with vertex shaders, so I only had to dump them with 3Dmigoto (the resulting file is the shader with the CRC as the name and txt extension, with the content written in HLSL) and apply a correction to the X axis, which can be used as a variable to use any aspect ratio with just a key press. It's more complex than that sometimes, but the results are great. I managed to make some things that were never done before, like widescreen in Zelda Four Swords Adventures or Baten Kaitos, and non stretched HUD for all games on top of that.
The most time consuming task is dumping the shaders, because it has to be in real time, when you can see them and know what you're dumping. Some shaders can only be dumped in specific conditions that are hard to repeat, like boss fights. Zelda TP took me a few days to fix, some other games less, and some a bit more. So whenever Dolphin has some updates that make the shader CRCs change, it throws most of my work down the toiletÂ

 . They can still be played in older builds, but your new effects are something I don't want to miss :p.
But this modding method has disadvantages. Some fixes need 3D Vision, the shader files have to be inside a folder and they can affect other games, etc. And it's compatible with only the DX11 backend.
I basically see it as future proofing Dolphin for whenever I have a 21:9 monitor or 3 monitors.
@rlaugh0095: yes you can start from that.
just look bor bump, normal and specular maps and you will get a ton of tutorials on how to build them.