I think more glitches will be noticed if instead of playing the tables and trying to see the oddities in mid-game, that instead the DMD diagnostics be utilized to run the "flasher + lamp" test (I'm referring to WPC tables and it seems fairly consistently located under the test menu>option 10). For those that don't know you get in their with your "coin door open / close" button and navigate with the advance buttons:
These are the defaults buttons from vpmkeys.vbs (right side):
keyCoinDoor = 207 '(End) Opening/Closing Coin Door
keyCancel = 8 '(7) Coin Door Cancel Button (WPC)
keyDown = 9 '(8) Coin Door Down Button (WPC)
keyUp = 10 '(9) Coin Door Up Button (WPC)
keyEnter = 11 '(0) Coin Door Enter Button (WPC)
Some glitches appear to also be now with the ordering of light objects in conjunction with alpha ramps whereas before only the order of the alpha ramps had to be considered and never affected lights (I take it that's due to the new rendering and how everything - or at least more - is dynamic). So, some current glitches can be fixed by considering the light object heights now in your alpha ramp, primitive, flipper, etc. draw in front / back ordering. The other glitch still remains with lighting and that where there are multiple objects on top of one another, like Mukuste mentioned, they do not sequence correctly (i.e. fading lights, GI8, fading playfield / plastics GI). But the effect is made worse looking if the light orders are not resolved (mainly for playfield level light objects, just drawing in back will resolve along with any walls or ramps they may use as a perch above table GI lights). However, any table that uses more than one light object for a lamp or GI effect will not display the lights correctly and you'll only get off and b or a and on images depending on the draw in back / front.
Mukuste, a question for you, can you currently re-assign the light objects images on the fly and have it update or is that going to need more coding? You mentioned they are already dynamic, but can we actually script image changes (i.e. is the command set even there / working for that operation?). It would still be very much ideal for the "9.3" DX9 version to be able to work somehow with the stacked lights, not because of more complex things like GI8 or ever playfield lighting, but because fading lights (with two lights for playfield lamps) are probably used in almost all VP9 tables (a few have experimented with alpha only but the results aren't necessarily as great as drawing them, and most people who've drawn them have drawn and coded the 4 levels / 2 per light). Point being, it would likely be somewhere up around 90% or more of all tables for VP not being compatible without a lighting overhaul if that coudn't be worked out.
Edited by jimmyfingers, 13 February 2014 - 02:15 AM.