[F3D] Edge case for decals, use hashed for cutout materials instead of blend + more#401
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This should also simplify this function in f64render along with render mode flags parsing |
Yanis002
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can't say I understand what this does but here's my tiny contribution to the review
fast64_internal/f3d/f3d_material.py
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| if settings.rendermode_advanced_enabled and settings.set_rendermode: | ||
| # Already in advanced mode, don't overwrite this with the preset |
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can you update the comment to explain what happens wrt set_rendermode
afaict you're basically implementing material bleed from world defaults in the props. Wouldn't this be simpler by just setting the preset to the world defaults preset if set_rendermode is unchecked?
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Could you give me feedback on if the comments are good now?
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btw why not alpha clip for cutout materials |
sure i can do that for pre 4.2, wont make a visual difference tho |
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Currently fast64 main is also assuming fog when no rendermode is set btw, this was mostly hidden before i removed the requirement for the geo mode to activate the fog blender (i say mostly because it caused unset rendermode sm64 materials to assume the fog blender was on even without setting the rendermode lol), it only showed now but this pr accidentally fixes it |
should´t really help anything but its one less node for pre 4.2 users also change hashed to dithered
Main change is the title, but I also updated rendermode_preset_to_advanced to actually update the settings based on layer, not only that but the world defaults are used for layers now