gonetz / GLideN64

A new generation, open-source graphics plugin for N64 emulators.
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Yoshi's Story Android water slightly garbled. #825

Open retrobenny opened 8 years ago

retrobenny commented 8 years ago

It is mostly intact but has square cuts of displaced bits on the 3.1 variant.

2015_12_24_17 59 09

Honestly,I should probably wait until it is updated again after the autobuild server is back online for the latest AE plugin changes.

gonetz commented 8 years ago

Is it still actual? Water is ok on PC.

retrobenny commented 8 years ago

Still happens as of 3/17 20:03 autobuild with commit 16f5bfa update but within the cheat editor branch.

Not as sure of more recent updates,gotta ask fzurita to merge the latest changes again so I can give it another try,nice to see such frequent updates nowadays.

AmbientMalice commented 8 years ago

OP is how the water looks on my PC without N64 depth (compare) enabled.

retrobenny commented 8 years ago

I tried "depth to rdram" and still got the issue,but then I enabled "depth compare" and the water looks perfect. The main issue now is everything not layering correctly in menus because of depth compare being in the experimental phase and I had to navigate blindly through the menu to start Jungle Puddle.

gonetz commented 8 years ago

@retrobenny please test again. It can be fixed by latest commits.

retrobenny commented 8 years ago

Still looks the same as the image above,only it runs immensely slow since the blending changes. Any idea what could be bogging it down so immensely? Even if I use the FBinfo stuff,it still lags the same slow speed instead of being any faster.

Edit: To add,I can see a tiny glimpse of proper water graphics at random before it quickly goes back to the glitched surface.

fzurita commented 8 years ago

Another hint. This works correctly with the full OpenGL build of the plugin in Android Shield TV.

Edit: typo.

retrobenny commented 8 years ago

The Full GL variant could be used to help diagnose the cause of Android ES rendering issues (Depth Compare breaking visual layers) through debugging on Mupen64Plus with a Shield device. I wonder if there's any optimizations that can be taken advantage of up to GL 4.5 to make it much faster than the ES variants?

Papermanzero commented 7 years ago

Have the same issue on mupen64plus on PC.