Oh, this comes really unexpected, as I assumed that this is no way. That‘s very nice of you, much appreciated!!!
I knew it would be weird with the Bezel, but yet, here it is, it seems to work, but needs optimization.
Just pushed alongside the refactoring of the code.
Please, test if everything still works, bugs are expected, like the background image not diaplaying when not using curvature and probably other weird things.
Hi, I am having troubles with the latest git with my presets: While the artwork is displayed correctly as bg_over, it does not as bg_under. See screenshots, and bg_under is displayed above and below the bezel irrespective of the rotation option.
EDIT: Problem occurs in MAME2003 as well and irrespective of whether curvature is enabled or not. Also independent of whether tilt is enabled or not. If in doubt, you can easily test with the 1943.slangp and the png of my Github fork.
Many thanks!
bg_over:
bg_under:
Hello @kokoko3k. After adjusting the monitor calibration the shader looks great, but I’d like to mitigate a bit that white glow effect in the “monitor-slotmask-bloom-bezelwider” preset…I’ve read the shader documentation and tried something but it has not worked for me, I am not clear which of the options it is. By the way… what is the difference between this preset and the “monitor-slotmask-bloom-bezelwider-classic_take”?
What withe glow effect? there are many
Please show me with a screenshot.
Expected, please try latest, it should be fixed.
@estefan3112
Also, since the code refactoring, enabling dynamic support for backgrop image is possible (1fps drop over 120 on my haswell woo!), and added.
since parameter names stay the same, just add DO_BACKDROP = “1.0” to your presets.
Hehe, I don’t know which one controls that to tell you which one it is. I can’t take a screenshot right now, but let’s say it’s the brightness that has all the white that comes out of its outline. There are games in which it is more noticeable and in others less. For example, in cadillacs and dinosaurs I notice it a lot (although after the calibration it looks better) in the letters, when choosing a character, the girl’s pants, in the first phase… the effect is fine (the crt monitors did it old), but in games or areas with a lot of white (or colors close to white) I would like to lower that effect, although not remove it.
In the screenshots that you show me between the two presets I see the “classic-take” somewhat darker, but I would have to see it on the arcade cabinet itself. In neither of the two screenshots do I see that effect that I say, so I will take the screenshots with that same game (final fight)
Oky, check Bloom or Halo
Yessss. It´s bloom. I’ll try various bloom parameters to see which one simply reduces the intensity of the effect…I imagine it will be SIZE, GAMMA or POWER. Thank you so much! I’ll put a capture when I already have it ok for me.
bloom mix is your first and best bet
Hi! Backdrops is the very good news, they work like a charm. So cool, many thanks!
The not so good news: Still having very difficult times with bg_under in vertical games (while horizontal games just work as well as any bg_over artwork works). But bg_under in vertical games produce very unforeseeable results (some work, some are distorted, some crash).
BG_IMAGE_WRAP_MODE to static 1 (my standard setting) seems to make things even worse.
I’m still trying to figure out a system in the problems, but besides that only vertical games with bg_under, I so far failed with a systemic approach…will look further into it and try to find some system.
One example, 1942, without the static setting:
Whereas 1942, with the static setting in order to avoid mirroring (tiny artwork above and below the bezel, no change when rotated):
i’ll look further into the issue in the next days. I did not understood the problem to be with rotated games so i did not tried.
Easy and good results. Thank you!
@kokoko3k @estefan3112 Is it possible to have separate backdrop shift/zoom overrides for different presets?
It is possible, but i’d rather not, since the texture are alternative.
Hi, nearly there:
- The errors in bg_image seem fully gone.
- Auto Rotate also now works for bg_image
Will do further testing, but four presets look good so far).
But new and strange behavior of backdrops: They are now “caught” inside of the screen dimensions, while before they appeared in the entire background independent of video image settings. This screenshot should explain (I love the flipped Y in “PLAY” ):
Test preset (not yet on Github):
#reference “…/…/shaders/shaders_slang/bezel/koko-aio/monitor-slotmask.slangp”
DO_CCORRECTION = “0.000000”
DO_BG_IMAGE = “1.000000”
BG_IMAGE_OVER = “1.000000”
DO_BACKDROP = “1.000000”
bg_over = “…/…/shaders/shaders_slang/bezel/koko-aio/textures/arcade_textures
/invaders.png”
backdrop = “…/…/shaders/shaders_slang/bezel/koko-aio/textures/arcade_textures/invaders_backdrop.png”
Also in MAME2003:
EDIT: Vertical games that require BG_IMAGE_ROTATION = “2.000000”, e.g. gyruss in FinalBurn Neo, still require a manual setting, but that’s not really an issue.
Haven’t tested backdrop overrides for the time being, as up to recently, backdrops were only available statically.
Nothing that could be done about detecting flipped images for FBneo.
Support for it can be added in with this in a new retroarch version.
Backdrop now is painted over the whole viewport:
This is brilliant! New release 0.3 with merged backdrop presets and 14 new ones. Still no real plan for tilted screen artwork