Download (Github)
 
	https://github.com/gta191977649/MTASA-SkyGfx
 
	Note: the resource updates frequently, please always check the github for the latest verion
 
	SkyGfx (Sky is name of Renderware for the PS2, any semblance to the actual sky is purely accidental) brings accurate PS2 and Xbox graphics to the PC version of San Andreas, Vice City and III. if you enjoy vanilla San Andreas graphic, this mod is essential to have. to learn more about it from the original author (AAP), please see here. Now i will straight go through the documentation.
 
	Screenshots
 
	The Thanks List
 
	
		ren712 - for shaders & coronas help
	
	
		aap - for the original work & renderware engine help
	
	What have done or working in progress?
 
	
		
			 Not Start yet/ not invesgate
		 
	
	
		
			? Partically Works
		 
	
	
		
			 Done & Fully Supported
		 
	
	Pre-request Library
 
	
		Timecyc Parser
		
			
				Rendering the timecyc interpolation directly from timecyc.dat, interpretation algorithm  conveted from librwgta.
			
		
	
	
		custom_coronas
		
			
				For rendering the classicFX, like VC style vehicle big headlight, trail light effect.
			
		
	
	
		DGS - (Optional)
		
			
				for the debugTools, But you're need dgs to work, i just a bit lazy with gui things 
			
		
	
	Features
 
	
		Postfx
		
			
				Trails(Blur) - 
				
					
						blurLeft,blurTop,blurRight,blurBottom works!
					
				
			
			
				Radiosity - 
			
			
				Color Filter - ?
				
					
						PS2 
					
					
						PC 
					
					
						Mobile - 
					
				
			
			
				Night Version Goggles - 
			
			
				Infrared Goggles - 
			
		
	
	
		
			Building Pipeline
		 
		
			
				SimplePS - 
			
			
				BuildingVS - ?
				
					
						partially, some engine data requires to work, still working on that
					
				
			
			
				BuildingVSFX - For model with specular lighting property
				
					
						Not even start yet
					
				
			
		
	
	
		
			Vehicle Pipeline
		 
		
			
				PS2 Pipeline - 
				
					
						Done, you happy?
					
				
			
			
				Xbox Pipeline - ?
				
					
						Only specular lighting works.
					
				
			
		
	
	
		Pipeline tweaks
		
			
				radiosityFilterPasses - 
			
			
				radiosityRenderPasses - 
			
			
				radiosityIntensity - 
			
			
				zwriteThreshold - 
			
			
				detailMaps - 
			
			
				leedsShininessMult - 
			
			
				neoShininessMult - 
			
			
				neoSpecularityMult - 
			
			
				envShininessMult - 
			
			
				envSpecularityMult - 
			
			
				envPower - 
			
			
				envFresnel - 
			
			
				sunGlare -  just see my feature PR.
			
			
				ps2ModulateBuilding - 
			
		
	
	
		
			World Effect
		 
		
			
				Dual Pass Render - 
				
					
						Yeah, it's done, thanks to ren712
					
				
			
			
				PS2 Alpha Test
				
					
						not even start yet
					
				
			
			
				Grass
				
					
						dualPassGrass - 
						
							
								it overrides by dual pass render.
							
						
					
					
						grassBackfaceCull - 
					
					
						grassAddAmbient - 
					
					
						grassFixPlacement -  only can do it via modify the mta engine
					
					
						ps2ModulateGrass - 
					
				
			
			
				Shadows
				
					
						pedShadows - 
					
					
						stencilShadows - 
					
				
			
			
				Misc
				
					
						disableClouds - 
					
					
						disableGamma - 
					
					
						neoWaterDrops(xbox rain postfx) - 
					
					
						neoBloodDrops - 
					
					
						transparentLockon - 
					
					
						lightningIlluminatesWorld -  toogle timecyc lighting on world object.
					
					
						fixPcCarLight - 
					
					
						coronaZtest - ?
						
							
								partially works, however this will breaks and bugs up the other corona's ztesting in mta.
							
							
								needs to work on a new solution.
							
						
					
					
						fixShadows - 
					
				
			
			
				Special Misc FX (Unique addon by nurupo)
				
					
						vehicleClassicFx 
						
							
								Show VC/III liked vehicle big headlight and light trails when you rotate the screen
							
						
					
					
						vehicleTrailLength 
						
							
								Length of light trails (buffered frame)
							
						
					
					
						vehicleTrailDrawDist 
						
							
								What distance should trails start visiable?
							
						
					
					
						vehicleHeadLightAlpha 
						
							
								Alpha multiplier for head light
							
						
					
					
						vehicleRearLightAlpha 
						
							
								Alpha multiplier for rear light
							
						
					
					
						buildingExtraBrightness 
						
							
								Multiplier for building extra brightness
							
						
					
					
						vehicleExtraBrightness 
						
							
								Multiplier for building extra brightness
							
						
					
					
						stochasticFilter 
						
							
								Make repeative texture look better, ported from Valdir da Costa Júnior
							
						
					
				
			
		
	
	
		
			Bugs/Issue
		 
		
			
				Sun can see through by walls -> Due to zTest disabled 
				
					
						fixed by manually re-create sun from shader, thanks to Ren712
					
				
			
			
				Element garbage collection for vehicle classic fx