Ziggurat depth buffer issue

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5 years 3 months ago #1 by SpinelessJelly
I tried the 0.17.1 framework with Ziggurat (a rogue-lite FPS) and, while everything seemed to work perfectly with the opengl32.dll hook, there was some weird behaviour from depth buffer effects.

First of all, DOF seemed to be applied on random patches of the scene:
Warning: Spoiler! [ Click to expand ]


Then, ambient occlusion lines did not correspond to the objects in-game
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Same thing with cel shading - only this time it became more apparent that the effect was inverted vertically in respect to the gamespace
Warning: Spoiler! [ Click to expand ]


Here's the tracelog if it is of any help.

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5 years 3 months ago #2 by crosire
Well, the current depthbuffer is not the depth of your scene then, it contains something else.

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5 years 3 months ago #3 by JPulowski

crosire wrote: Well, the current depthbuffer is not the depth of your scene then, it contains something else.

Actually, the depth buffer contains the correct information. But it needs to be flipped, as far as I can see it is an Unity game. So it is a known issue.
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5 years 3 months ago - 5 years 3 months ago #4 by crosire

JPulowski wrote: But it needs to be flipped

Or that =)
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5 years 3 months ago #5 by SpinelessJelly
By no means a big deal, the game is pleasantly colorful enough as it is (nor I'll be screenshotting this one any time soon), just wanted to report the findings. Keep up the good work, guys.

JP, will you port the paint shader to the framework too?

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5 years 3 months ago #6 by JPulowski

SpinelessJelly wrote: JP, will you port the paint shader to the framework too?

I might. CeeJay is also interested with it, so it might be integrated into SweetFX in the future with more options and better optimized. But if he decides otherwise I can port it easily to the framework. :)

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