Improve sharpness removal: re-enable Sharpness field...#1701
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…nge default behavior to sharpness off - Uncomment and enable Sharpness field to apply sharpness values - Add smart UI toggle that sets sharpness to 1.0 when enabled, 0.0 when disabled. Defaults to disable. - Removed broken + redundant slider. - Initialize wanted_sharpness to 0.0 for clean image on boot - Remove debug_disable flag for simpler code This ensures intuitive default behavior when moved to autorun and simplifies user-configuration.
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My refactoring of the UI was based on a misconception due to a discrepancy in how RE3 and RE2 handle the sharpness value. I was a bit quick on the trigger. But did some direct object inspection in REFramework yesterday. The actual problem was that RE2 allows setting sharpness on TaaStrength.disabled while it doesn't on TaaStrength.strong. When sharpness gets set to 1 in Re2 while TaaStrength.disable is also set, the field actually gets set to TaaStrength.Legacy. Re3 ignores the wanted_sharpness value and just enacts sharpness based on TaaStrength enum except when it's set to manual or Legacy explicitly. so the fix seems to be: wanted_sharpness = 0 when TaaStrength.Disabled. That way both games work. Table for clarity:
My PR might be a tad overkill, but it does set a clear behavior for both games that fit the expectation of the mod, at the loss of already removed slider-control. |
...override and change default behavior to sharpness off
This ensures intuitive default behavior when moved to autorun or manually run and simplifies user-configuration.