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Progress Continues
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(Did a lot more testing to figure out exactly what was going on) |
(typos) |
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=== Blood Droplets === | === Blood Droplets === | ||
The blood droplets when you "shoot" each target at the beginning of a mission are nonexistent in D3D9. Using D3D11, blood droplets are half-way working. Similar | The blood droplets when you "shoot" each target at the beginning of a mission are nonexistent in D3D9. Using D3D11, blood droplets are half-way working. Similar blood droplets that appear when you load a save still work regardless of backend. | ||
== Configuration == | == Configuration == | ||
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OpenGL seems to be just like DirectX 9 except with the same outlines caused by AA, whether AA is on or not. | OpenGL seems to be just like DirectX 9 except with the same outlines caused by AA, whether AA is on or not. | ||
|antialiasing = Off | |antialiasing = Off | ||
|antialiasingnotes = Works before | |antialiasingnotes = Works before applying the distortion effect, causing a static outline while the model itself is moving on enemies. | ||
|dspengine = LLE | |dspengine = LLE | ||
|dspenginenotes = Keeps cut-scene audio in sync | |dspenginenotes = Keeps cut-scene audio in sync |
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