PlayBoyMan / glidehqplusglitch64

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Mahjong Master: gfx issue #132

Closed GoogleCodeExporter closed 8 years ago

GoogleCodeExporter commented 8 years ago
 Mahjong Master

Missing gfx in menu. the japanese writing are missing. As per Angrylion it is 
due to weird z parameters (ss1)

The pictures of the players are also wrongly displayed. (ss2)

Original issue reported on code.google.com by oliviery...@yahoo.fr on 25 Aug 2010 at 7:32

GoogleCodeExporter commented 8 years ago
pictures

Original comment by oliviery...@yahoo.fr on 25 Aug 2010 at 7:33

GoogleCodeExporter commented 8 years ago
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

GoogleCodeExporter commented 8 years ago
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

GoogleCodeExporter commented 8 years ago
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

GoogleCodeExporter commented 8 years ago
*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

GoogleCodeExporter commented 8 years ago
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

GoogleCodeExporter commented 8 years ago
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

GoogleCodeExporter commented 8 years ago
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

GoogleCodeExporter commented 8 years ago
[deleted comment]
GoogleCodeExporter commented 8 years ago
Ok I open a new topic

Original comment by oliviery...@yahoo.fr on 11 Sep 2010 at 10:16

GoogleCodeExporter commented 8 years ago
I close this one then.

Original comment by gon...@ngs.ru on 11 Sep 2010 at 5:58