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This repository was archived by the owner on Oct 24, 2022. It is now read-only.
This repository was archived by the owner on Oct 24, 2022. It is now read-only.

VPVR / VPX are finally in sync #95

@vbousquet

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@vbousquet

As of commit vpinball/vpinball@4bb622c, vpvr and vpinball are now fully in sync (finally, after far more work that I would have ever expected!).

To limit the amount of work, I will stop working on this repository and post my upcoming fixes only to the main vpinball repository, testing them both for DX and OpenGL. If this way is shared by other contributors, perhaps a message stating that this repository is staled with a link to VPX would help.

Though, there are still quite a few bugs to be adressed before 10.8 can be foreseen as a release. Here are some known to date to me:

  • VPX & VPR: LUT is broken,
  • VPX & VPR: Some postprocess sampling offsets have to be checked (fullscreen shaders are not consistent with the use of w_h_height),
  • VR: backglass has coloring/transparency issue,
  • VR: DMD/Pup capture is not stable,
  • VR: Bloom filter as float overflow problems,
  • VR: Rendering can not be right under all point of view due to missing dynamic render ordering
  • VPX & VR: near/far plane computation is wrong (missing at least all primitive bounds and all reflections)
  • VPX & VR: reflections are better, but this needs to be improved to reach the target implementation
  • ...

Anyway, this merge is a great milestone to reach!

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