In reality, different monitors have different aperture masks. This is probably contributing to the moiré effect.ģ) The statement found on the MW forum, "The current bugs and problems with hlsl is that the current apreture.png is not 3 RGB lines like a pixel should be," is false and he or she needs to look at many different kinds of monitors under a magnifying glass in order to make a statement like that. I just need to take the shadow mask-related code from post.fx and move it to occur at the end of focus.fx. With the current code, the shadow mask is applied to the image after it has been "bent" to simulate the optical pincushion effect from the rounded tube face, whereas the shadow mask, being behind the tube glass, would be visibly "bent" in the same geometry as the image. ![]() It depends on the dot pitch and dot configuration of the original monitor, but in the majority of monitor manuals that I read from Wells-Gardner and the like, the general rule of thumb is that they had 640 shadow dots on the X axis and 480 on the Y axis.Ģ) The shadow mask is currently applied during the wrong stage. ![]() If you plug an arcade PCB into a different arcade monitor, the arcade monitor's physical shadow mask doesn't suddenly grow or shrink to the game's resolution - it's fixed relative to the game resolution. ![]() 1) As I have said multiple times before, shadow_mask_x_count and shadow_mask_y_count should have no relation to the game's resolution unless you're trying to fudge the settings to reduce moiré.
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