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ddruganov avatar ddruganov commented on May 23, 2024

2019-01-28 4

Did a little bit of researching. The previous topic helped a bit. I set the lightmap and diffuse map sizes manually to the window dimensions I have. Note: the window dimensions, not the ingame screen dimensions. This helped a lot. Now there is no pixel distortion and that annoying cut screen is gone. But now the issue that the lights are kinda cut on the left side and are off by some amount from the objects that they are following.
Will continue investigating further.

from penumbra.

ddruganov avatar ddruganov commented on May 23, 2024

Major edit (I got everything wrong the first time):

Note: I left all the PenumbraEngine code in tact, just changed the SamplerState to PointClamp so the image stays crisp (didn't change the sizes of the light and diffuse maps):
default

Okay, it turns out that the solution is to set the games viewport to the size of the window before creating and initializing a PenumbraComponent:
enable lighting
It is a horrible and an inconvenient thing to do but at least it works for now.

However, you absolutely must scale your transformation matrix:
matrix
Scale amount is determined by your in-game screen dimensions to the actual window dimensions.

That's about it. If you have any questions regarding this issue, I'll be happy to help.

from penumbra.

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