The shadow problem is because for DX8, the engine used Zbias for those, but DX9 changed Zbias and you have to figure out a way to use either depth bias, or sloped bias, instead.
I think the sea is black because your shaders are probably no longer working. DirectX 8 did not require you to define the vertex structure for shaders, because you could use a predefined FVF value. With DirectX 9, you have to define the vertex structure yourself, if you are using a shader, and pass that information to the shader routines.
Since my DirectX 9 version is our competitive edge, among the different Storm offerings (like Blackmark TEHO), and considering I had to spend many, many hours figuring this out on my own, that’s about as much detail I am willing to divulge, but it should be enough information for you to start looking for the solution.
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The shaders need the dcl declarations in the .sha, but they also need a declaration in the .cpp files and get passed to the draw statements. It used to be a ’stream’ which the techniques read from the .sha files…kind of a ’dynamic’ approach, but that stream method is not available, and they have to be defined as an array.
I did not convert asm for 64 bit with SSE, and just used the equivalent C++ code to get the same result.
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Look up D3DVERTEXELEMENT9 and CreateVerte
eclaration
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Yes, exactly. You need to call call SetVerte
eclaration for the non-FVF draws that have that declaration, but only for those custom vertex declarations. The standard FVF vertex types do not need that. That is part of what changed from DX8 to DX9.
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Using dynamic lighting is not something I have yet taken the time to work on. Do you have maybe screen shots to see the difference so MK and I can decide whether this is something we might want to change? I wonder if there is any sort of performance penalty for dynamic or not?
I’ve spent most time just trying to get rid of bugs and performance problems with the old engine and the lighting has been a low priority. My current work is trying to fix sea problems due to the weak wave algorithms. I think I might change that to something more realistic and without the jagged edges seen in some hours, but that has been fairly challenging.
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It looks like that link is broken, I don’t get anything.
But you mentioned something in your post I am curious about: ”…without KK’s numerous corrections…”
Do you have the source code without KK’s alterations? Because I think it was KK that messed up the sea wave calculations. I would really like to compare sea.cpp to what KK did in order to see if my hunch is correct. I only have KK’s version of the source and never got the code without his work, which has caused some problems because I have already had to correct bugs that KK introduced that may have never been in the original code.
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I would like to take a look and compare sea.cpp. I am nearly convinced there has to be a change. If I run the COAS 2.8 vs. the KK version, using the same game scripts, the same save file, the waves are a different shape for the same settings and I might be able to find out why if I can look at the original.
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