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amilmand

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#136121   2018-01-22 16:58          
Thanks for the report.
(Regarding the HaltAfter[..] it does what it says :/ it is again a dirty hack I can not differentiate form reshade whether your current car is being drawn I only know when a reflecting surface is drawn (we want to prevent selfreflection) and on the first call that tries to use a reflection map I copy out the backbuffer (the frame being drawn meaning that it will not have any reflecting surface drawn yet hence self reflection is impossible but the image as you said can be quite lacklustre) soo if the map has something with a reflectionmap set the game will call the same function and trigger the copying of the backbuffer; on your map I'm assuming the first object being drawn has reflectionmap and reshade copies out the backbuffer with only the sky drawn)
I'm looking into creating a secondary render target for only the nonreflecting objects but its not as trivial as one might think, nevertheless it is being worked on.

I pushed a patch there was some bad AdressU AddressW SamplerState restoring around the reflection strength overwrite.
If this is not the error I will need to recreate it try and reproduce it somewhere standard so I can too.
(SlrrExhaustive Bits SlrrExhaustive Patch Link)