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This video demostrates one of the latest features added to the room editor, and the fact that we're currently working on the story mode, again.

"Stencil buffer" in the title refers to how backgrounds can be projected as real 3D models with proper Z values, even if they are still 2D. This benefits us in two ways: it gives a precise preview of what the room is going to look like in game and it provides a simpler way to manage backgrounds on PC, if we'll ever need to make a port.

The reason why Leon looks black, grey, or white depends on a vertex+pixel shader I'm using to measure depth values and to linearize the z-buffer, which is a transformation mode similar (if not identical) to what a PlayStation uses.

Stencils were also incredibly useful to generate correct depth maps, which we create via yet another new software. Looks good enough.

For more news, make sure to also follow us on: - Facebook: https://www.facebook.com/gsbehindthemask - Twitter: https://twitter.com/REBehindtheMask - Patreon: https://www.patreon.com/loboto3

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current03:46, May 20, 2016Thumbnail for version as of 03:46, May 20, 201602:52480 × 269 (15 KB)Staurophobia (wall | contribs)created video

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