GameForger |
I played a bit with the Burninator
![]() ![]() Thanks for the cool prog:D Elevation Gradient Bug.ffxml |
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Posted: May 31, 2011 3:16 am | ||
GMM
Moderator
Posts: 3491 |
I've opened your filter. Where should I look for the bug?
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Posted: May 31, 2011 9:26 am | ||
GameForger |
The filter generates two brick walls and puts an "1.017 elevation gradient" effect on the right wall (works fine) and an "2.0 elevation gradient" on the left (error has black bricks)
They both use the same gradient as source so both walls should be with white bricks. The color white (R=255 G=255 B=255) seems to become black (R=0 G=0 B=0) |
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Posted: May 31, 2011 11:02 am | ||
GMM
Moderator
Posts: 3491 |
Thanks for pointing this out. Yes, there's something rotten in the latest version of Elevation Gradient. We'll fix it by the time FF 3.0 is out.
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Posted: June 1, 2011 9:29 am | ||
GameForger |
Found a new Bug in the Elevation Gradient
![]() The Created Image should not have these Barcode-Like yellow lines ![]() Elevation Gradient Bug2.ffxml |
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Posted: June 14, 2011 11:05 am | ||
GMM
Moderator
Posts: 3491 |
Thank you, it looks like another manifest of the first bug.
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Posted: June 15, 2011 7:19 am | ||
saurabhgayali |
ane the bug will sense whether the L range in the feeding brick is non zero
![]() saurabh.gayali@gmail.com |
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Posted: June 28, 2011 12:00 pm | ||
Nebukadnezar |
Elevation Gradient seems pretty useless when dealing with HDR input as soon as the input crosses under 0 or over 1. When that happens Elevation Gradient will simply cycle through 0-1, ignoring the actual elevation.
For HDR it would make much more sense if the upper and lower limit would be read out based on the actual extremes of the input instead of 0-1. Or chosen manually. Try this: Hook the same HDR gradient both into Elevation and Gradient and you'll see that Elevation Gradient is rather destroying elevation information than doing what its name implies. At least there should be an Elevation Gradient HDR component or a checkbox. |
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Posted: April 17, 2012 11:32 pm |
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