Open GoogleCodeExporter opened 9 years ago
This looks like a GSdx hardware issue. Try GSdx software and see if the
problem persists. If so, then it's probably a blending issue.
Furthermore, I'll need to know if you're using DX9 or DX10/11 in GSdx.
Original comment by Jake.Stine
on 3 Jul 2010 at 12:45
It's a GSdx 32bit Z issue. Dwarg was working on it once and gave up :p
Original comment by ramapcsx2
on 3 Jul 2010 at 8:19
@Jake:
I've tried every combination of setting that I know including Dx9 Dx10/11 and
software/hardware mode, ee/vurec.
@rama
But the issue is also present in zerogs/zz ogl...
Original comment by insertcr...@gmail.com
on 3 Jul 2010 at 5:34
As I understand it, the GS has a 32bit z buffer and current 3d apis don't
support that.
At least DirectX doesn't, dunno about OpenGL.
Without that support someone will have to come up with yet another clever trick
to bypass the limitation AND work with all the other bypasses.
Original comment by ramapcsx2
on 3 Jul 2010 at 10:00
Hm. Maybe I should try to add 32-bit z-buffer to ZZogl.
Original comment by Zeydl...@gmail.com
on 3 Jul 2010 at 11:11
Original comment by Jake.Stine
on 4 Jul 2010 at 1:32
Actually, I just implement an insanely game specific hack that worked well
enough, and decided doing more was not worth the effort.
Pretty sure it's not a 32-bit depth issue. If you look at the raw depth values
being sent to the GS plugin, the text is being drawn beneath the rectangular
box it's supposed to be drawn on top of. Either the depth values the GS is
getting are wrong, or something is wrong with the depth setting (read
only/ignore/write/etc - this is changed a couple times each frame), or
something else is going wrong.
Original comment by mattme...@gmail.com
on 31 Jul 2010 at 2:45
Original issue reported on code.google.com by
insertcr...@gmail.com
on 25 Jun 2010 at 6:06