Open retrobenny opened 8 years ago
Is it still actual? Water is ok on PC.
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.
OP is how the water looks on my PC without N64 depth (compare) enabled.
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.
@retrobenny please test again. It can be fixed by latest commits.
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.
Another hint. This works correctly with the full OpenGL build of the plugin in Android Shield TV.
Edit: typo.
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?
Have the same issue on mupen64plus on PC.
It is mostly intact but has square cuts of displaced bits on the 3.1 variant.
Honestly,I should probably wait until it is updated again after the autobuild server is back online for the latest AE plugin changes.