Closed solarmystic closed 11 years ago
This commit has caused a glitch in MotoGP too.
It only happens when Buffered Rendering is on. Any refresh on the buffer, like enabling/disabling SSAA and toggling between fullscreen and windowed, fixes it until you move the camera again.
It has also made the shadows disapear, regardless of the Buffered Rendering configuration.
For MotoGP, it is stencil issue .Has been fixed here d43a2f4 .However , i don't know whether it can fix FF1/II since i don't own those games and cannot test them .
@hrydgard
Please do not close this issue yet even after you merge @raven02's #2598 fix for MotoGP.
The FF games still need to be dealt with.
@solarmystic , for quick checkout on FFI/II , you can try this .
(rename from jpg to zip and extract)
@raven02
Yep that fixed FF 1 and II as well, although your build is missing sound effects in those games for some reason.
I guess you should change the title of the pull request to reflect this new development.
Alright Thanks . (Missing sound effect is ok as my build is testing something on volume change )
@hrydgard / @unknownbrackets , regarding the depth issue fix . I think we still have one case missing (then would be prefect) however i have no idea what can be included to that bool depthMask to test it . (try to set something like glstate.depthChanged ?)
For example , Saint Seiya Omega and Gundam AGE Universe always require depth write to be TRUE in any cases in order to show ALL stuffs correctly however when depth test enabled , it returns FALSE which some scenes in-game still missing stuffs (When depth test disabled always return TRUE and that's why there're some missing stuff appears to be shown now)
bool depthMask = (gstate.clearmode >> 10) & 1;
if (gstate.isDepthTestEnabled()) {
glstate.depthTest.enable();
glstate.depthFunc.set(GL_ALWAYS);
glstate.depthWrite.set(depthMask ? GL_TRUE : GL_FALSE);
} else {
glstate.depthTest.enable();
glstate.depthFunc.set(GL_ALWAYS);
glstate.depthWrite.set(GL_TRUE);
}
This issue should be resolved. @solarmystic , close it if you okay .
Okay, Closing it since its fixed.
Final Fantasy I:-
This game used to have working, static, blue backgrounds (default) in the the windows.
Since v0.8.1-209-g405ac23 (when https://github.com/hrydgard/ppsspp/pull/2580 https://github.com/raven02/ppsspp/commit/6a1b6407fdd9e7373b430f5be854f1d900071636 "Partially fix depth issues in multiple games" commit was merged into master https://github.com/hrydgard/ppsspp/commit/405ac236e646c091ca6987dd2639718784a45517), they now flicker intermittently.
Last revision to exhibit proper behaviour is v0.8.1-207-g6be8084.
Problem reproduction:-
Short youtube videos comparing the present (abnormal) and previous (normal) behaviour:-
Abnormal behaviour in v0.8.1-209-g405ac23 http://www.youtube.com/watch?v=YZmLhiGjH9M&feature=youtu.be
Correct behaviour in v0.8.1-207-g6be8084. http://youtu.be/yAdPSpNBgUI
Temporary solution:-
Disabling Buffered Rendering fixes the flickering issue in the affected revisions http://youtu.be/YM1vYCcUIIg
Final Fantasy II:-
The game used to have functional blue (default) windows for dialogue and menus.
It does not display them anymore since v0.8.1-209-g405ac23 after @raven02's https://github.com/hrydgard/ppsspp/pull/2580 https://github.com/raven02/ppsspp/commit/6a1b6407fdd9e7373b430f5be854f1d900071636 "Partially fix depth issues in multiple games" pull request was merged into master https://github.com/hrydgard/ppsspp/commit/405ac236e646c091ca6987dd2639718784a45517.
Last revision displaying the correct graphical behaviour is v0.8.1-207-g6be8084.
Problem reproduction:-
Broken behaviour in v0.8.1-209-g405ac23
Correct behaviour in v0.8.1-207-g6be8084.
Temporary solution:-
Like FF I, disabling Buffered Rendering fixes this abnormality for now