Few Problems and Info:
shadow_mask_alpha, when set to 1.0 it simulates a real CRT monitor without the picture of the game behind it. Anything below 1.0 will use hlsl like a transparent filter over the image.
Problem: When HLSL option is ON (1) mame uses Bilinear filtering even when its off in the settings, resulting in a blury and non proportional image.
Example: Set shadow_mask_x_count (any Y) below 100 so the pixels (Apreture) will be clearly visible as 3 colors. You can see the the 3 PIXEL lines are NOT square formed like it should, its filtered and blends one color into the other.
Info: If HLSL worked correctly (no bilinear filtering) we should set the shadow_mask_x_count and shadow_mask_y_count with a division of your monitor. 1600x1200 (4:3) divided by 5 = 320x240. The result will be pixel perfect image like a CRT would display, on your LCD. BUT the current result is "Rainbows" and "Waves" if you get me.
Also if this HLSL filter worked correctly, looking through a real magnifing glass at the lcd monitor we would able to see the RGB pixels in perfect square shape like the Aperture.png file shows it.
If any of the developers read this please try to understand what I'm trying to say.
Thanks.
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