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cgwg is there away to get the scanlines going up instead of going across? My old TV have lines going up instead of going across the screen. Is there a trick to turn the lines? smile


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Originally Posted By Dullaron
cgwg is there away to get the scanlines going up instead of going across? My old TV have lines going up instead of going across the screen. Is there a trick to turn the lines? smile

That isn't scanlines you're thinking of. It's an aperture grid pattern, typical of Sony Trinitron tubes.

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Yea I know. You can actually see those with the TV on and off. Back and front inside the TV bulbs. Glass shell over those. smile


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For a shadow mask or aperture grille pattern, you can use the old MAME -effect overlays. Some were posted here, or you can find some aperture grille effects of various widths that I created here.

To use filename.png, put it in your artwork directory and run
Code:
mame -effect filename

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Originally Posted By cgwg
Originally Posted By u-man
I also didnt know that the SCREEN shader only starts to work with 2 MAME shaders present. I always tried it with only one plain MAME shader, your suggestion here would explain why i had troubles to get the SCREEN shaders working. I just followed the tutorial/docs and they claimed that you need at least one MAME shader present. My fault, that i never tried it with two wink .

Well, that's clearly a bug, and including 2 MAME shaders is just a convenient workaround.

Here's the fix:
Code:
diff --git a/src/osd/modules/render/drawogl.c b/src/osd/modules/render/drawogl.c
index f071428..03a6022 100644
--- a/src/osd/modules/render/drawogl.c
+++ b/src/osd/modules/render/drawogl.c
@@ -3117,7 +3117,7 @@ void sdl_info_ogl::texture_mpass_flip(ogl_texture_info *texture, int shaderIdx)
                        GL_CHECK_ERROR_NORMAL();
                        glViewport(0.0, 0.0, (GLsizei)texture->rawwidth, (GLsizei)texture->rawheight);
                }
-               else if ( shaderIdx==m_glsl_program_mb2sc )
+               if ( shaderIdx==m_glsl_program_mb2sc )
                {
                        assert ( m_glsl_program_mb2sc < m_glsl_program_num-1 );
                        glPopAttrib(); // glViewport(0.0, 0.0, (GLsizei)window().width, (GLsizei)window().height)

With it, you only need one MAME shader before a SCREEN shader.

There are still some odd issues with the texture coordinates for SCREEN shaders, though.

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Originally Posted By cgwg
For a shadow mask or aperture grille pattern, you can use the old MAME -effect overlays. Some were posted here, or you can find some aperture grille effects of various widths that I created here.


Mirrored. If ya got time, please make some screenshots demonstrating Jungle King (junglek) smile :
http://www.mameworld.info/ubbthreads/showthreaded.php?Cat=&Number=344813

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Thanks cgwg, applied to trunk smile

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Awesome posts CGWG, i thank you so much for the fix and R. Belmont for applying the fix. You guys really rock.

I only can recommend the aperture grille patterns for every colored vector game, as there are no options for GLSL or HLSL (not yet smile ) to do shadowmasks on vector games. All the patterns of Stilettos link, are a nice way to do this.

The old MAME -effect just needs a transparency option and it would be perfect smile . Its sad, how many people underestimate those effect files. Especially if they use low-end hardware.

Originally Posted By cgwg

There are still some odd issues with the texture coordinates for SCREEN shaders, though.

Hahaha.. LoLs... I know at least two guys, that have headaches about this for weeks now (maybe months) wink .


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aperture_grille_narrow is perfect.


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CRT-geom-halation.vsh

// strength of halation or "bloom" effect - e.g. 0.1 for 10%
halation = 0.015;

mame.ini

brightness 1.05
contrast 1.05
gamma 1.05


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