Closed GoogleCodeExporter closed 8 years ago
pictures
Original comment by oliviery...@yahoo.fr
on 25 Aug 2010 at 7:33
The solution for missing Japanese text:
When z compares are enabled and z_source_sel = 0, the z and delta z parameters
of a primitive that doesn't have them defined (fillrects, texrects and
non-z-buffered-triangles) should be zeros.
Original comment by spovali...@gmail.com
on 26 Aug 2010 at 9:31
May be not zeros, but MaxZ?
Because here we have the text drawn first with settings:
z_source_sel = primitive
zbuf - update: YES, compare: YES
setprimdepth: 7
Then background is rendered with settings:
z_source_sel = pixel
zbuf - update: NO, compare: YES
if we’ll set background’s depth to zero, it will overwrite the text.
Original comment by gon...@ngs.ru
on 8 Sep 2010 at 4:40
It will not overwrite the text, because after compression and decompression the
memory z value transforms from 7 to 0. So, taking into account that z_mode =
transparent, the background can't overwrite the text.
Anyway, setting the z/dz value of a primitive that doesn't come with depth info
to anything other than zeros will break ingame HUDs in Extreme-G XG 2 badly.
Original comment by spovali...@gmail.com
on 9 Sep 2010 at 1:26
*that doesn't come with depth info when z_source_sel = 0
Original comment by spovali...@gmail.com
on 9 Sep 2010 at 2:00
Ah yes, z value compression and decompression. I forgot about it. I use it only
for software depth buffer rendering. Using this transformation for hardware
polygons causes glitches, 'cos PC hardware don't do this transformation for z
values when it interpolates z from vertices. It may work for 2D games though,
since Z is usually the same for all polygon's vertices, so the hardware will
not interpolate it.
Original comment by gon...@ngs.ru
on 10 Sep 2010 at 5:14
If you don't perform z compression, you can probably use 63 instead of 0 for
primitives that come without depth info. 63 is the greatest value that equals 0
after compression and decompression on hardware. And 63 will allow to avoid
problems in Mahjong Master. I'm not sure how it will work with ingame HUDs in
Extreme-G XG2, though.
Original comment by spovali...@gmail.com
on 10 Sep 2010 at 3:29
Text problem fixed.
The pictures of the players problem is not fixed.
Olivier, please open separate topic for each issue, even when issues related to
the same game. Otherwise it's hard to track them.
Original comment by gon...@ngs.ru
on 11 Sep 2010 at 6:10
[deleted comment]
Ok I open a new topic
Original comment by oliviery...@yahoo.fr
on 11 Sep 2010 at 10:16
I close this one then.
Original comment by gon...@ngs.ru
on 11 Sep 2010 at 5:58
Original issue reported on code.google.com by
oliviery...@yahoo.fr
on 25 Aug 2010 at 7:32