Super Smash Bros. Melee: Difference between revisions

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Text replacement - "\<s\>(.*)\<\/s\>" to "{{s}}$1{{/s}}"
(This game has some clipping issues in some stages, so I searched the NTSC version of the codes. Problem is, 3 different revisions, 3 different codes = meeeeessy :()
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== Problems ==
== Problems ==
=== <s>Multiple Shadows in OpenGL</s> ===
=== {{s}}Multiple Shadows in OpenGL{{/s}} ===
If Anisotropic Filtering (AF) is used with OpenGL, shadows will be duplicated and offset. D3D operates differently so it is not affected. Keep AF off when using OpenGL to avoid the problem. Forced Texture Filtering can also be used to correct it. Fixed by pixel offset correction in {{revision|4.0-5445}}.
If Anisotropic Filtering (AF) is used with OpenGL, shadows will be duplicated and offset. D3D operates differently so it is not affected. Keep AF off when using OpenGL to avoid the problem. Forced Texture Filtering can also be used to correct it. Fixed by pixel offset correction in {{revision|4.0-5445}}.
{{image|Super Smash Bros. Melee Multiple Shadows.png|Duplicate shadows are offset from the characters|br}}
{{image|Super Smash Bros. Melee Multiple Shadows.png|Duplicate shadows are offset from the characters|br}}


=== <s>Minor Lighting Issue on Termina Bay</s> ===
=== {{s}}Minor Lighting Issue on Termina Bay{{/s}} ===
Regardless of back-end or settings, Termina Bay has very minor lighting glitches.  Polygons on the the building will pop between full and no specular lighting as the camera moves and rotates.  To see how it's supposed to be, you can use the software renderer.  See more information at {{issue|6398}}. Fixed by {{revision|4.0-5225}}.
Regardless of back-end or settings, Termina Bay has very minor lighting glitches.  Polygons on the the building will pop between full and no specular lighting as the camera moves and rotates.  To see how it's supposed to be, you can use the software renderer.  See more information at {{issue|6398}}. Fixed by {{revision|4.0-5225}}.


=== <s>Single-frame Garbage in Stage Backgrounds</s> ===
=== {{s}}Single-frame Garbage in Stage Backgrounds{{/s}} ===
As of {{revision|3.5-1025}}, when using a NVIDIA card along with the OpenGL plugin the backgrounds will intermittently flash rainbow/white colors instead of the proper pattern on the Battlefield, Final Destination, and Fountain of Dreams stages. It is very minor and only lasts for a single frame, but at the same time can be distracting.  To avoid this issue use D3D. See {{issue|6391}}. Fixed by the merger of the tev-fixes-new branch in {{revision|4.0-1192}}.
As of {{revision|3.5-1025}}, when using a NVIDIA card along with the OpenGL plugin the backgrounds will intermittently flash rainbow/white colors instead of the proper pattern on the Battlefield, Final Destination, and Fountain of Dreams stages. It is very minor and only lasts for a single frame, but at the same time can be distracting.  To avoid this issue use D3D. See {{issue|6391}}. Fixed by the merger of the tev-fixes-new branch in {{revision|4.0-1192}}.