No sure if I can ask this here...
I was wondering when I should be using texture scaling setting? Should I turn off turn off/on anti-aliasing while using it? I was specifically testing it out with hd texture packs for Project M.

(03-03-2017, 11:20 AM)jonaand2 Wrote: [ -> ]trying sonic colours with directx 12 i have this
with 60fps code enable
![[Image: T9cdLwu.jpg]](http://i.imgur.com/T9cdLwu.jpg)
can you reproduce the issue? if thaht the case can you please capture a fifolog in dx11 in the spot where the crash happends so i can try to debug it?
(03-03-2017, 12:42 PM)MasterE Wrote: [ -> ]No sure if I can ask this here...
I was wondering when I should be using texture scaling setting? Should I turn off turn off/on anti-aliasing while using it? I was specifically testing it out with hd texture packs for Project M. 
texture scalling is an improvement, there is no need to use it, but will improve image quality in some cases, if your hard can handle it you can always use it, but if you are looking for good performance you should avoid scalling.
(03-03-2017, 01:10 PM)Tino Wrote: [ -> ]texture scalling is an improvement, there is no need to use it, but will improve image quality in some cases, if your hard can handle it you can always use it, but if you are looking for good performance you should avoid scalling.
OK. I'll keep it off for now.Â
I found the issue with the specular maps I was reporting earlier, Ishiiruka loads them inverted.
Simply put, white means no specular light and black means full specular light, which obviously is supposed to be the other way around.
That's what caused them to look so bright

.
(03-05-2017, 06:19 AM)Rickv123 Wrote: [ -> ]I found the issue with the specular maps I was reporting earlier, Ishiiruka loads them inverted.
Simply put, white means no specular light and black means full specular light, which obviously is supposed to be the other way around.
That's what caused them to look so bright
.
reviewed the code and did not found where is the problem can ou send me a example material texture, and the souces you use to build it?
(03-05-2017, 06:25 AM)Tino Wrote: [ -> ]reviewed the code and did not found where is the problem can ou send me a example material texture, and the souces you use to build it?
The dirt texture uses this material map
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the grass with dirt texture uses this material map
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However I tried specular maps on twilight princess but they behave normal as expected so this has to be an game specific issue.
the specular value is stored in the red channel so a redish material map meand high specular values is that correct for the grass with dirt texture?