Open poudink opened 5 years ago
Did you check with the hotfix or is this the hotfix? Since the hotfix well fixes issues for "AMD/Intel GPU users".
this is the hotfix. the issues before the hotfix were much worse.
could ya contact me via IRC or the forum
this is like some buffer is not getting properly cleared
that's all I can think of
mh
would you mind doing a RenderDoc capture of this checkerboard thing-y, so I get more insight as to where it's coming from
if you want I can guide you through the process
yes please. I don't know how to do a RenderDoc capture.
well, that's not too difficult actually
first you install and launch RenderDoc
then, set it up, like this:
where you point it to your melonDS executable, and be sure to have it set up like in the screenshot.
then, press Launch, and it will start melonDS.
then you press F12 or PrintScreen to capture a frame
once that is done, you just close melonDS, and save your capture (File -> Save capture as)
then send me that file
Capture.zip Alright. Here it is.
thanks, gonna look at it
okay, so
apparently, when the 3D renderer finishes its work, the output is fine
but it's at the point where that is mapped for the final rendering pass, that it's getting crapoed
weird
as if it was some cache issue
'aight
check your PMs on the board
This might be the same bug as the one on Mega Man Star Force 3 no? issue #418.
that's what I fear
in IRC we discussed this and we can hardly see any possible cause other than faulty VRAM, but, if someone's getting that too...
welp.
basically: the 3D scene is rendered to a framebuffer, and, as seen in poudink's renderdoc capture, that framebuffer is fine at the time the rendering is done
but, at the time it's used as a texture to be drawn to the window, it's got the red crap smeared over it
I fail to see how it could get corrupted inbetween, since we don't touch it between the two passes
I think it could either be a bug on AMD side or another case of them staying too close to the (OpenGL) spec again. If it's a bug you could create a thread about this on their forums. This does not happen on AMD Linux driver so thats why I think like that.
isn't the amd linux driver much better than the windows one tho
changing the internal resolution does also fix the issue, by the way, which further points to this being the same issue as #418.
still happens on 0.8.3
can ya try on the latest revision?
The AMD graphics computer I used is unfortunately not working anymore. I am unable to test this issue anymore. I might fix the computer later and test it though.
Is this still an issue? OpenGL looks fine to me.
As far as I know this is fixed. Are you using the AMD graphics driver? If so then I think we can close the issue as that's what it was affecting.
@nadiaholmquist No I'm on Nvidia.
This only seems to happens when the OpenGL renderer is enabled but the OpenGL display is disabled. The red checkerboard start appearing when you enter a level. It appears below the HUD and the start menu but on top of the tileset and background. It stays even when you leave from the level to the worldmap, even though it isn't there when you initially get to the worldmap. It is also not present during the intro cutscene. The checkerboard disappears when you switch to the hardware renderer and doesn't reappear even if you switch back to the OpenGL renderer until you reset the game. I am using a Windows 10 laptop with an AMD GPU.