I'm having mouse position troubles with 3Dmigoto's upscale function. I always have to use this feature because I have a 4K passive TV so rendering resolution (like 1080p) has to be upsacled to native.
So here's the scenario. This game's fix includes a mouse shader fix, here's the relevant parts (I guess) of the mouse.ini
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; Bind the back buffer as a render target. set_viewport ensures that the view ; port is the size of the buffer so the draw call will work: o0 = set_viewport bb ; Back up IniParams we are about to use: local $bak_x0 = x0 local $bak_y0 = y0 local $bak_z0 = z0 local $bak_w0 = w0 local $bak_x1 = x1 local $bak_y1 = y1 local $bak_z1 = z1 local $bak_w1 = w1 ; Pass cursor position and visibility info to the shader: x0 = cursor_window_x y0 = cursor_window_y z0 = cursor_hotspot_x w0 = cursor_hotspot_y z1 = cursor_showing ; Pass the size of the window to the shader: x1 = window_width y1 = window_height
If I change either:
x0 = cursor_window_x ----> x0 = cursor_screen_x
y0 = cursor_window_y ----> y0 = cursor_screen_y
x1 = window_width ----> x1 = res_width
y1 = window_height ----> y1 = res_height
the results are: The cursor's effective position and visible position are matching, but the cursror can go out of the screen area. Quite annoying having to bring it back from the void every time a dialogue option comes up.
I was only mocking around with a trial & error approach, so I suspect someone who actually knows the wheres n' the whys of all this code should know what the solution is. I'd be greatful for it. Also is this the proper platform for 3Dmigoto support?...