You can try my fork of wme lite. It should switch resolution to the nearest with correct aspec ratio and letterbox it.
https://bitbucket.org/JanKavan/wmelite-julia-branch
1>------ Début de la génération : Projet : wmelite, Configuration : Release Win32 ------
1>Compilation en cours...
1>main.cpp
1>d:\atelier sentô\the coral cave\wme lite - julia fork\src\BSoundBuffer.h(32) : fatal error C1083: Impossible d'ouvrir le fichier include : 'bass_fx.h' : No such file or directory
1>Le journal de génération a été enregistré à l'emplacement "file://d:\Atelier Sentô\the coral cave\wme lite - JULIA fork\visualc\Release\BuildLog.htm"
1>wmelite - 1 erreur(s), 0 avertissement(s)
========== Génération : 0 a réussi, 1 a échoué, 0 mis à jour, 0 a été ignoré ==========
1>d:\atelier sentô\the coral cave\wme lite - julia fork\src\BSoundBuffer.h(32) : fatal error C1083: Impossible to open the include file : 'bass_fx.h' : No such file or directory
There's a "fatal error" when I try to compile "wmelite-julia-branch".
Here is the message I get in Visual C++ 2008 Express :Quote1>------ Début de la génération : Projet : wmelite, Configuration : Release Win32 ------
1>Compilation en cours...
1>main.cpp
1>d:\atelier sentô\the coral cave\wme lite - julia fork\src\BSoundBuffer.h(32) : fatal error C1083: Impossible d'ouvrir le fichier include : 'bass_fx.h' : No such file or directory
1>Le journal de génération a été enregistré à l'emplacement "file://d:\Atelier Sentô\the coral cave\wme lite - JULIA fork\visualc\Release\BuildLog.htm"
1>wmelite - 1 erreur(s), 0 avertissement(s)
========== Génération : 0 a réussi, 1 a échoué, 0 mis à jour, 0 a été ignoré ==========
Sorry for the little bits of French in those lines.
Here is a translation of the 4th line:Quote1>d:\atelier sentô\the coral cave\wme lite - julia fork\src\BSoundBuffer.h(32) : fatal error C1083: Impossible to open the include file : 'bass_fx.h' : No such file or directory
1>d:\atelier sentô\the coral cave\wme lite - julia fork\src\BSoundBuffer.h(32) : fatal error C1083: Impossible to open the include file : 'bass_fx.h' : No such file or directory
<?xml version="1.0" encoding="UTF-8"?>
<Settings>
<Rendering>
<PixelPerfect>1</PixelPerfect>
</Rendering>
</Settings>
Can you check again with the "wme.exe" I uploaded here (the relevant changes from the julia branch are in):
https://bitbucket.org/MnemonicWME/wmelite/downloads
The settings.xml file should be fine. If you make a mistake there, it will typically be ignored. As you noticed a difference, it was all fine, even if it was not the result you wished for ;)
I'll check the scrolling project in the next days (I have downloaded it already). What makes me sceptical are the settings you use. You want the engine to scroll one pixel at a time, every 1ms. That would in theory result in 1000 pixels/second. Maybe with regular WME you use full screen, and it could be that the frames per second are limited (maybe to 100 or 60 I'm not sure), so there you'll get only 60 pixels per second at max. Can you re-check in windowed mode whether the scrolling is too fast there as well?When I'm working in windowed, the scrolling is OK. And now, with the new version of wmelite you just uploaded, it's OK in fulllscreen too.
This reflection is a png whose opacity has been reduced in photoshop.Hmm, can I ask you again to provide me with an example scene? Is this a difference between regular wme and wmelite, or is it a problem that is only visible with "pixel perfect rendering"?
But the same problem occurs when I set the opacity through wme scripts.
2 - The subtitles now use wme default font.Hmm that only happens when the font file is not found. Are you sure it is in the same place that the scripts expect it? Please check the "wme.log" file, there you should find complaints if the specified font is not found.
3 - When an objet moves in a scene, there's an aliasing effect.I'll check that one out.
Here is a video of this effect:
http://youtu.be/4Bpe7-_YvC4 (http://youtu.be/4Bpe7-_YvC4)
(You'll have to watch it in HD fullscreen to see the "aliasing" on the boat (mostly on its left side)).
I've made a scrolling test with this code:That one looks good, scrolling with roughly 60 fps for 4 pixels each :)Code: WME ScriptThe result is good and the scene don't scroll too fast anymore.
// set the horizontal scrolling speed
In WME, official wmelite and "wmelite julia branch", semitransparent entities looks good.This reflection is a png whose opacity has been reduced in photoshop.Hmm, can I ask you again to provide me with an example scene? Is this a difference between regular wme and wmelite, or is it a problem that is only visible with "pixel perfect rendering"?
But the same problem occurs when I set the opacity through wme scripts.
1 - All semitransparent entities become grey.I checked your project. Unfortunetely I have absolutely no idea what's happening. The issue is only present in Windows (Linux & Android behave as expected). I don't know whether I have done something wrong (and SDL is gracefully correcting my errors on Linux & Android), or whether it is SDL's fault with the direct3d renderer.
On this screenshot, the reflection in the water (on the top-right corner) is looking grey:
3 - When an objet moves in a scene, there's an aliasing effect.I see what you mean, but I have no idea what to do :( I guess that it does not make a big difference whether pixelperfect is on or off, and that the effect is gone when you run the game at original resolution?
I checked your project. Unfortunetely I have absolutely no idea what's happening. The issue is only present in Windows (Linux & Android behave as expected). I don't know whether I have done something wrong (and SDL is gracefully correcting my errors on Linux & Android), or whether it is SDL's fault with the direct3d renderer.Yeah, there seems to be some alpha issue in Direct3D mode in fullscreen. I think meta encountered it as well. Switching to OpenGL renderer fixed the problem. So I suppose meta's fork uses OpenGL while your testing executable doesn't.
Yeah, there seems to be some alpha issue in Direct3D mode in fullscreen. I think meta encountered it as well. Switching to OpenGL renderer fixed the problem. So I suppose meta's fork uses OpenGL while your testing executable doesn't.
I did not see any font issue when running the project, so I hope that one is resolved :)In the same folder as wmelite, I've added a "fonts" folder with the .ttf file inside and it's OK, now!
The aliasing appears only on the pixelperfect version of wmelite.Quote3 - When an objet moves in a scene, there's an aliasing effect.I see what you mean, but I have no idea what to do :( I guess that it does not make a big difference whether pixelperfect is on or off, and that the effect is gone when you run the game at original resolution?
It sounds like the problem is more complicated than expected... I'm sorry!Yeah, there seems to be some alpha issue in Direct3D mode in fullscreen. I think meta encountered it as well. Switching to OpenGL renderer fixed the problem. So I suppose meta's fork uses OpenGL while your testing executable doesn't.
Thanks for the hint, I just double-checked that. Unfortunately it doesn't help. Both d3d and opengl work fine, unless I enable the option to render the scene to a separate SDL texture first (in game resolution) and then render that texture to the screen. Alpha is ok, but the color itself looks like it was merged with another one (maybe black) and thus turned to grey. I think I can exclude other bugs, because I added some code that dynamically switches this feature on and off every second just for testing, and only if I render to that extra texture the color has changed. Hmpf :(
The aliasing appears only on the pixelperfect version of wmelite.Can you check once again please, I uploaded a new .exe with one more thing from the julia branch that I forgot to add.
Metamorphium's version does not have this problem.
Unfortunately, I don't have a 1920x1080px screen so I can't test it fullscreen at original resolution with wmelite.
I've also noticed that, both on metamorphium's wmelite and on your pixelperfect version, a very strong screen tearing appears when the scene scroll.I don't know whether it is possible to use the "vsync" feature that the regular WME has. Mnemonic, do you know how to do that in SDL?
(I see no screen tearing when playing the same scene on Mnemonic's official wmelite)
It sounds like the problem is more complicated than expected... I'm sorry!No need to excuse :) It's good that you test and find bugs, we will all benefit from it. It will make also our game better I'm sure 8)
I hope looking at my problem doesn't take too much of your time and that it will help you in some way with your own game.
Unfortunately, the aliasing problem is still there.QuoteThe aliasing appears only on the pixelperfect version of wmelite.Can you check once again please, I uploaded a new .exe with one more thing from the julia branch that I forgot to add.
Metamorphium's version does not have this problem.
Unfortunately, I don't have a 1920x1080px screen so I can't test it fullscreen at original resolution with wmelite.
No need to excuse :) It's good that you test and find bugs, we will all benefit from it. It will make also our game better I'm sure 8)OK, thank you! :D
Can you send me this one anim that shows the aliasing effect as well so I can test the effect in my PC?I've sent you the file by MP!
BTW I still have no clue about the strange color with semitransparent graphics :(It is indeed a strange problem... I'm sad I can't help.
<Rendering>
<PixelPerfect>1</PixelPerfect>
<VSync>0</VSync>
</Rendering>
Assuming that your game will not be scaled down more than 50% you might try to speed up the anim to at least 2 pixels per step. Maybe the effect is "less ugly" then :)