For any tables with the black inserts problem. This is something that is fairly easy to fix and may remain as the permanent way to resolve if my understanding is correct on the pure black of old "trick" vs. the updated way to handle texture transparency colours. In any table for which you see the issue, it is because the author used the previous pure black (0,0,0) always transparent as a means to have the inserts of PF graphics / GI lighting not be drawn over the actual light objects doing the "real" insert / light work. This was more used on some of my GI8 tables but other authors also adopted it. It can still be used and is a quick way to not have to draw playfield lighting objects around all the insert lighting. But, what one has to do now / with the DX9 build(s) is to simply go into the image manager, select all PF GI images, and then change the transparent colour to pure black (force it to black / 0,0,0). Unless anybody was trying to get two transparent colours at once, this will work fine and in my table I used a default green colour just out of practice but it was not used in any way as trasnparent so setting the 8 or so PF images in Scared Stiff or I500 GI8 versions to use pure black instead of green will resolve the issue.
Doing this should resolve all / any table with the problem and no new problems should arise (if pure black before worked fine using the "built-in" aspect for it being transparent then it should work fine using the properly defined method in the image manager).
Thanks mukuste for the latest build! It has indeed resolved several issues I encountered with primitives in a couple tables. Still more testing needed but the first thing I checked was that and initial assessment is that primitives are better rendered now. To my surprise the Monster Bash Creature Panel sign glitch did not return and remained as it was in the last build (some glow hidden but can be shown if the panel itself is set to solid vs. alpha). From quick tests, the WCS '94 ramp issue is resolved and so is the Centaur alpha plastics one that I referred to with the attached screen shots in an earlier post, however, Centaur has a new one where the rollover metal graphics (ramps) are not showing but it does not seem to be solely related to the reverting of the height based only ordering calculation technique as VP9_DX9_text3 does not exhibit this new rollover missing issue and that was the last build with the same ordering technique as exists again now (you can check it out with the latest Centaur build I sent you and the various DX9 builds). Airborne has the previous glitches fixed and the one on the right ramp is occurring because two ramps / graphics share the same height / position (that will need to be a table adjustment and likely should have been done even for the DX7 / VP92x builds as no two alphas in the same position should ever be at the same height exactly without risk of graphical glitches - I'll work on that one for the table itself and discuss with BD for a future update).
Still at this early point, more fixed than broken as it seems / I would imagine and the curved transparent ramps were going to be a problem on a lot of tables with the last ordering technique. Plus the primitives now being the part of the calculation has resolved several other issues as well. More testing obviously still required.
Edited by jimmyfingers, 26 February 2014 - 02:12 AM.