Closed piratefinn closed 8 years ago
I can confirm this issue as well.
How does this look in the software renderer? Does this happen with vertex cache disabled?
Does hardware transform affect it?
Log?
-[Unknown]
HW transform didn't change anything .softgpu renders even worse
softgpu
GLES
Has this improved or changed at all? I wonder if it's some weird issue where the dcache is causing old values to be used...
-[Unknown]
Yep , same issue in latest build.
Does this still happen in the latest git build, with simulate block transfers on (just in case it's somehow related)? Maybe it was the vrot thing.
Also, does multithreaded affect it?
-[Unknown]
Tested with latest build. Same status. Using Multithread or Simulate Block Transfer options don't help:
Randomly tested this, not much as I don't have any saves, but it appears to be fixed by #7107
Verticle problems seem to be all fixed, textures get broken at close distances when using medium or high spline/bezier curve quality:
Setting quality to low seems to fix or at least hide the distance bug: Edit: Doors are still getting messed up texture even with low quality spline/bezier curves, althrough only at very close range. Actually the door glitch might be different glitch since med/high quality kind of stretch the textures while door additionally get that texture tiled: (this is at low so no stretching, althrough it get's there as well at higher quality)
Tested it using v0.9.9.1-976-g57be5f4 and v0.9.9.1-1039-gae5d597 just to check the newly merged spline/bezier stuff - no difference.
Okay, my guess would be that the game increases spline tesselation when you get closer (for what reason I don't know as all the walls look flat in the screenshots .. maybe legacy from a development version of the PSP that didn't have perspective correction, if such a thing existed?), which triggers still remaining bugs in our UV generation for splines. More testing needed...
Well walls do have some extra objects sticking from them, I just noticed in GE debugger, different code is used when we get far from the wall and it appears to not be using bezier then?
One other thing I noticed kind of weird, but when #7155 was merged, bezier code is used from nearly twice the distance.
Tested in latest build. Same issues:
issue is still present in latest git
It appears to be when playing Coded Arms that it has some sort of vertice error which throws stuff around while playing. I would explain, but it is much better demonstrated with the video I recorded of gameplay (linked). This issue is both on Android and PC. http://www.youtube.com/watch?v=Prze2K41Vus
I know this is not a glaring issue and there are probably better things to deal with this moment, so don't worry I won't chivvy people about it.