SuperSaiyanWolverine / mupen64plus

Automatically exported from code.google.com/p/mupen64plus
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Goldeneye texture Alpha strange (see pic) #352

Open GoogleCodeExporter opened 9 years ago

GoogleCodeExporter commented 9 years ago
Describe your system:
 - Operating System (be specific): XP
 - Machine type (32-bit or 64-bit): 64
 - Mupen64Plus version: 1.99.3
 - Plugins used: RICE

Core: Goodname: GoldenEye 007 (E) [!]
Core: Name: GOLDENEYE
Core: MD5: CFF69B70A8AD674A0EFE5558765855C9

There is a strange prob with textures. What is strange is that doesn't look
like a depth prob and "corners" ar not "cut".

I don't know where it can coming from... Any idea?

See.

And there is my conf file:

[Video-General]

# Use fullscreen mode if True, or windowed mode if False 
Fullscreen = False
# Width of output window or fullscreen width
ScreenWidth = 640
# Height of output window or fullscreen height
ScreenHeight = 480

[UI-Console]

# Directory in which to search for plugins
PluginDir = ".\"
# Filename of video plugin
VideoPlugin = "mupen64plus-video-rice.dll"
# Filename of audio plugin
AudioPlugin = "m64p_audio_jttl.dll"
# Filename of input plugin
InputPlugin = "m64p_input_blight.dll"
# Filename of RSP plugin
RspPlugin = "m64p_rsp_hle.dll"

[Video-Rice]

# Frame Buffer Emulation (0=ROM default, 1=disable)
FrameBufferSetting = 0
# Frequency to write back the frame buffer (0=every frame, 1=every other
frame, etc)
FrameBufferWriteBackControl = 0
# Render-to-texture emulation (0=none, 1=ignore, 2=normal, 3=write back,
4=write back and reload)
RenderToTexture = 0
# Control when the screen will be updated (0=ROM default, 1=VI origin
update, 2=VI origin change, 3=CI change, 4=first CI change, 5=first
primitive draw, 6=before screen clear, 7=after screen drawn)
ScreenUpdateSetting = 7
# Force to use normal alpha blender
NormalAlphaBlender = False
# Use a faster algorithm to speed up texture loading and CRC computation
FastTextureLoading = False
# Use different texture coordinate clamping code
AccurateTextureMapping = True
# Force emulated frame buffers to be in N64 native resolution
InN64Resolution = False
# Try to reduce Video RAM usage (should never be used)
SaveVRAM = False
# Enable this option to have better render-to-texture quality
DoubleSizeForSmallTxtrBuf = False
# Force to use normal color combiner
DefaultCombinerDisable = False
# Enable game-specific settings from INI file
EnableHacks = True
# Enable or disable fog generation
EnableFog = True
# If enabled, graphics will be drawn in WinFrame mode instead of solid and
texture mode
WinFrameMode = False
# N64 Texture Memory Full Emulation (may fix some games, may break others)
FullTMEMEmulation = False
# Enable vertex clipper for fog operations
OpenGLVertexClipper = False
# Enable/Disable SSE optimizations for capable CPUs
EnableSSE = True
# Use GPU vertex shader
EnableVertexShader = False
# If this option is enabled, the plugin will skip every other frame
SkipFrame = False
# If enabled, texture enhancement will be done only for TxtRect ucode
TexRectOnly = False
# If enabled, texture enhancement will be done only for textures
width+height<=128
SmallTextureOnly = False
# Enable hi-resolution texture file loading
LoadHiResTextures = False
# Enable texture dumping
DumpTexturesToFiles = False
# Display On-screen FPS
ShowFPS = False
# Primary texture filter (0=None, 1=2X, 2=2XSAI, 3=HQ2X, 4=LQ2X, 5=HQ4X,
6=Sharpen, 7=Sharpen More, 8=External, 9=Mirrored)
TextureEnhancement = 0
# Secondary texture filter (0 = none, 1-4 = filtered)
TextureEnhancementControl = 0
# Texture filter to use (0=default, 1=nearest neighbor, 2=linear, 3=bilinear)
ForceTextureFilter = 0
# Color bit depth to use for textures (0=default, 1=32 bits, 2=16 bits
TextureQuality = 0
# Z-buffer depth (only 16 or 32)
OpenGLDepthBufferSetting = 16
# Color bit depth for rendering window (0=32 bits, 1=16 bits)
ColorQuality = 0
# OpenGL level to support (0=auto, 1=OGL_1.1, 2=OGL_1.2, 3=OGL_1.3,
4=OGL_1.4, 5=OGL_1.4_V2, 6=OGL_TNT2, 7=NVIDIA_OGL, 8=OGL_FRAGMENT_PROGRAM)
OpenGLRenderSetting = 0
# Enable/Disable MultiSampling (0=no, 2-16=quality)
MultiSampling = 16

Original issue reported on code.google.com by dorian.f...@gmail.com on 12 Mar 2010 at 6:13

Attachments:

GoogleCodeExporter commented 9 years ago

Original comment by dorian.f...@gmail.com on 12 Mar 2010 at 6:14

GoogleCodeExporter commented 9 years ago
Ok, this seems to be a fog prob.

If I set EnableFog = False, there is no problems. Very strange... Any idea?

Original comment by dorian.f...@gmail.com on 13 Apr 2010 at 4:44

GoogleCodeExporter commented 9 years ago
The fog code in rice is broken. Don't use fog in rice... simple rule :)

This is also the reason it is disabled by default

Original comment by sven@narfation.org on 13 Apr 2010 at 5:20

GoogleCodeExporter commented 9 years ago
Ok, very strange...
I will see after I had integrate mipmap and anisotropic filtering.

Original comment by dorian.f...@gmail.com on 13 Apr 2010 at 7:01