@Capehill
We start digging into issue with Monkey4 (black actors), and find out interesting detail.
See that shader:
https://github.com/scummvm/scummvm/blo ... rs/emi_actorlights.vertex(vertex one yes, not fragment one).
At the end of the shader we have that:
Color *= vec4(light, 1.0);
If we comment out this, we have such picture then:
https://kas1e.mikendezign.com/aos4/scu ... onkey4_no_color_light.jpgAnd the same commented line, but this time picture from Win32:
https://kas1e.mikendezign.com/aos4/scu ... onkey4_win32_no_light.pngSee, on our part, things go to the "blue/green" side, while should be none as on win32.
Also if we take a look on the door's knob, it's also BLUE, while should be YELLOW.
So all of this looks like the problem is somewhere in passing the fundamental color of the object ?
It just looks like something wrong in terms OF RGBA/ABGR or something. I.e. our "actor" are black because "full light on" from shader make them black, while should be other way around. And when we disable light, and can see colors going to "blue/green" side, mean something in terms of RGBA/BGRA or somethign wrong there ..
Edited by kas1e on 2022/3/28 17:16:05
Edited by kas1e on 2022/3/28 17:18:56