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The initial load screen (white) scales correctly but is then clipped for a second (I've switched it from white to red for the video, so that we can see it easily) before returning to a proper state (white again).
[Lua]ExitToHadesPresentation runs FadeOut({ Color = Color.White, Duration = 2 })
Triggered due to ObstacleData.TravelDoor01.ExitFunctionName = "ExitToHadesPresentation"
[Engine]mLoadBackgroundColor displayed
RoomSetData.Styx.D_Boss01.LoadBackgroundColor = Color.White is loaded to world->mLoadBackgroundColor via LoadMap
[Lua]RoomEntranceHades takes over with FadeOut({ Color = Color.White, Duration = 0 })
Triggered due to RoomSetData.Styx.D_Boss01.EntranceFunctionName = "RoomEntranceHades"
Funnily enough, the Styx -> [Redacted] transition is the only room that specifies a LoadBackgroundColor (all others default to the engine-side black default value for world->mLoadBackgroundColor), so I'm actually pondering if it's even worth investing time to look into it considering the difficulty for such a small issue.
LoadBackgroundColor is then retrieved from ScriptAction::LoadMap:
And later passed to world:
Afterwards World::RequestBegin is called:
Color is retrieved later in World::Begin:
And passed to World::LoadNextMap:
It is passed to a struct of type GameScreen as its mFullscreenSpriteEffect field, and that's where I can't seem to progress further:
I suspect GameScreen::DrawFaded to be involved, as it re-uses mFullscreenSpriteEffect, but my testing so far is inconclusive:
I find it really strange that this specific overlay/texture does not scale to the whole viewport. It is as if it used some kind of custom calculations, e.g "get current height then multiply by 16:9 to get width", instead of getting both height/width.
The text was updated successfully, but these errors were encountered:
nbusseneau
changed the title
Passing through door Styx -> [Redacted] white flash clipping
Passing through door Styx -> [Redacted] white transition clipping
Sep 1, 2021
LoadBackgroundColor.mp4
The initial load screen (white) scales correctly but is then clipped for a second (I've switched it from white to red for the video, so that we can see it easily) before returning to a proper state (white again).
ExitToHadesPresentation
runsFadeOut({ Color = Color.White, Duration = 2 })
ObstacleData.TravelDoor01.ExitFunctionName = "ExitToHadesPresentation"
mLoadBackgroundColor
displayedRoomSetData.Styx.D_Boss01.LoadBackgroundColor = Color.White
is loaded toworld->mLoadBackgroundColor
viaLoadMap
RoomEntranceHades
takes over withFadeOut({ Color = Color.White, Duration = 0 })
RoomSetData.Styx.D_Boss01.EntranceFunctionName = "RoomEntranceHades"
Funnily enough, the Styx -> [Redacted] transition is the only room that specifies a
LoadBackgroundColor
(all others default to the engine-side black default value forworld->mLoadBackgroundColor
), so I'm actually pondering if it's even worth investing time to look into it considering the difficulty for such a small issue.More details
RoomManager.lua
line 5102:LoadBackgroundColor
is then retrieved fromScriptAction::LoadMap
:And later passed to
world
:Afterwards
World::RequestBegin
is called:Color is retrieved later in
World::Begin
:And passed to
World::LoadNextMap
:It is passed to a struct of type
GameScreen
as itsmFullscreenSpriteEffect
field, and that's where I can't seem to progress further:I suspect
GameScreen::DrawFaded
to be involved, as it re-usesmFullscreenSpriteEffect
, but my testing so far is inconclusive:I find it really strange that this specific overlay/texture does not scale to the whole viewport. It is as if it used some kind of custom calculations, e.g "get current height then multiply by 16:9 to get width", instead of getting both height/width.
The text was updated successfully, but these errors were encountered: