A clean and clinical environment for testing purposes should allow you to make conclusions.
Having done just that, I don't notice any problems with Pacific Surfliner BNSF colour light or Donner Pass searchlight signals.
I changed the base weather in the routeproperties.xml to PacificSurfliner\Weather\3D Cloudy.xml, but don't notice any clouds, so I am not sure Silver Lining is actually enabled.
Then I manually edited the scenarioproperties.xml to use PacificSurfliner\Weather\3D Cloudy.xml to get the new weather system. Still no transparancy errors. I am OK.
My settings are: everything enabled and maxed, 3x3 SSAA Anisotropic x 8 on a GTX 770 2 GB using 344.11 drivers.
I play in 1440x900 windowed mode on a 1920x1200 monitor, that might make a difference as some settings only act on a game running full screen. Switching to full screen and back showed no difference, no transparency errors on those two signal families.
Bob, please make sure everything in nVidia's control panel is set to "application default", so no custom nVidia settings are messing you about in case you have created a custom game profile.
What asset pack do those Lakeside signals reside in? RCAP still has no signals I think?
Bingo: Stevens Pass searchlight and colour light signals do have the transparency error!
Now one must find the difference in their emitter textures or transparency settings ....
I couldn't find significant differences between the actual emitters, but there are some differences between the texture files they use in the parent signal head shape files.
There snippets were taken from the single head searchlight GeoPcDx files:
StP's shader definition
- Code: Select all
<cHcExplicitStateMaterial d:id="312514472">
<ShaderName d:type="cDeltaString">UnlitSingle</ShaderName>
<TextureByName>
<e d:type="cDeltaString">textures\[00]gx_signalglow01_grn</e>
</TextureByName>
<Name d:type="cDeltaString">green</Name>
<CollisionSurface d:type="cDeltaString">METAL</CollisionSurface>
<VertexType d:type="ref">312377640</VertexType>
<FrameAlphaMode d:type="cDeltaString">ALPHA_MODE_ADD</FrameAlphaMode>
<PassPlatformData/>
<DiffuseAsVec d:numElements="4" d:elementType="sFloat32" d:precision="string">1.0000000 1.0000000 1.0000000 1.0000000</DiffuseAsVec>
<AmbientAsVec d:numElements="4" d:elementType="sFloat32" d:precision="string">1.0000000 1.0000000 1.0000000 1.0000000</AmbientAsVec>
<EmissiveAsVec d:numElements="4" d:elementType="sFloat32" d:precision="string">0.0000000 0.0000000 0.0000000 1.0000000</EmissiveAsVec>
<SpecularColourAsVec d:numElements="4" d:elementType="sFloat32" d:precision="string">1.0000000 1.0000000 1.0000000 1.0000000</SpecularColourAsVec>
<SpecularPower d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</SpecularPower>
<TextureAddrModeU>
<e d:type="cDeltaString">HC_TEXTURE_ADDR_MODE_WRAP</e>
</TextureAddrModeU>
<TextureAddrModeV>
<e d:type="cDeltaString">HC_TEXTURE_ADDR_MODE_WRAP</e>
</TextureAddrModeV>
<TextureAddrModeW>
<e d:type="cDeltaString">HC_TEXTURE_ADDR_MODE_WRAP</e>
</TextureAddrModeW>
<MagFilter>
<e d:type="cDeltaString">HC_FILTER_MODE_LINEAR</e>
</MagFilter>
<MinFilter>
<e d:type="cDeltaString">HC_FILTER_MODE_LINEAR</e>
</MinFilter>
<MipFilter>
<e d:type="cDeltaString">HC_FILTER_MODE_NEAREST_POINT</e>
</MipFilter>
<MipLodBias>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
</MipLodBias>
<AlphaRef d:type="sUInt32">127</AlphaRef>
<BackFaceCulled d:type="bool">1</BackFaceCulled>
<LightGlowFadeDistance d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</LightGlowFadeDistance>
</cHcExplicitStateMaterial>
DP shader definition
- Code: Select all
<cHcExplicitStateMaterial d:id="32701088">
<ShaderName d:type="cDeltaString">UnlitSingle</ShaderName>
<TextureByName>
<e d:type="cDeltaString">..\textures\[00]glow_green_nm</e>
</TextureByName>
<Name d:type="cDeltaString">glow_green</Name>
<CollisionSurface d:type="cDeltaString">METAL</CollisionSurface>
<VertexType d:type="ref">32751384</VertexType>
<FrameAlphaMode d:type="cDeltaString">ALPHA_MODE_ADD</FrameAlphaMode>
<PassPlatformData/>
<DiffuseAsVec d:numElements="4" d:elementType="sFloat32" d:precision="string">1.0000000 1.0000000 1.0000000 1.0000000</DiffuseAsVec>
<AmbientAsVec d:numElements="4" d:elementType="sFloat32" d:precision="string">1.0000000 1.0000000 1.0000000 1.0000000</AmbientAsVec>
<EmissiveAsVec d:numElements="4" d:elementType="sFloat32" d:precision="string">0.0000000 0.0000000 0.0000000 1.0000000</EmissiveAsVec>
<SpecularColourAsVec d:numElements="4" d:elementType="sFloat32" d:precision="string">1.0000000 1.0000000 1.0000000 1.0000000</SpecularColourAsVec>
<SpecularPower d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</SpecularPower>
<TextureAddrModeU>
<e d:type="cDeltaString">HC_TEXTURE_ADDR_MODE_WRAP</e>
</TextureAddrModeU>
<TextureAddrModeV>
<e d:type="cDeltaString">HC_TEXTURE_ADDR_MODE_WRAP</e>
</TextureAddrModeV>
<TextureAddrModeW>
<e d:type="cDeltaString">HC_TEXTURE_ADDR_MODE_WRAP</e>
</TextureAddrModeW>
<MagFilter>
<e d:type="cDeltaString">HC_FILTER_MODE_LINEAR</e>
</MagFilter>
<MinFilter>
<e d:type="cDeltaString">HC_FILTER_MODE_LINEAR</e>
</MinFilter>
<MipFilter>
<e d:type="cDeltaString">HC_FILTER_MODE_LINEAR</e>
</MipFilter>
<MipLodBias>
<e d:type="sFloat32" d:alt_encoding="00000000000000C0" d:precision="string">-2</e>
</MipLodBias>
<ZWriteEnabled d:type="bool">0</ZWriteEnabled>
<AlphaRef d:type="sUInt32">127</AlphaRef>
<LightGlowFadeDistance d:type="sFloat32" d:alt_encoding="00000000775F3E38" d:precision="string">8.9258e-038</LightGlowFadeDistance>
</cHcExplicitStateMaterial>
Makes sense to anybody?
Or is it the alpha mask of the emitter's glow texture?



