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Implement missing binding types#116

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ArcturusEmrys wants to merge 11 commits intoInochi2D:mainfrom
ArcturusEmrys:bindings-screentint
Open

Implement missing binding types#116
ArcturusEmrys wants to merge 11 commits intoInochi2D:mainfrom
ArcturusEmrys:bindings-screentint

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@ArcturusEmrys
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This adds bindings for:

  • Tint
  • Screen tint
  • Translation Z (even though I have no idea what it even does in a 2D environment)

Additionally, the Opacity binding (which was previously a TODO) is now implemented.

I'm not entirely sure if any of these are correct, since my puppet uses MeshGroups heavily (see #103), but it at least follows the pattern that other bindings are using, so I don't see how this wouldn't work. I'm starting to think I need to make an Inochi2D Acid test...

@ArcturusEmrys
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I've determined through trial and error and visual inspection with myself that tint and opacity are applied multiplicatively, but screen tint is still additive. I'm not sure why it's applied so inconsistently, but it was probably just decided to be the most useful way to get those particular parameters to combine.

With this, #114, #113, and a modified version of #103 I actually render correctly in the OpenGL test app, at least with default params applied.

@ArcturusEmrys
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So, I've found some behaviorial weirdness with screenTint bindings: Inochi Creator and Inochi Session render them differently! Specifically, they're significantly brighter on Session than in Creator, and I don't know why.

For the record, this PR matches the Creator behavior.

I thought this was a problem with emissivity, but I can't actually set emissivity in the INP because Creator does not honor the emission strength setting when exporting. I was able to set a binding on emissionStrength (which this PR doesn't implement) and that doesn't fix the issue. So I'm not sure what's up here.

Inochi Creator: image
Inochi Session:
image
This PR in render-opengl:
image

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