Open GoogleCodeExporter opened 9 years ago
OGLRender::ApplyTextureFilter() seems to be deprecated.
Maybe because of the OGLExtRender extension.
Original comment by dorian.f...@gmail.com
on 14 Jan 2010 at 5:34
Another pic very... strange...
Actually, There is only one glass wich is "Pixelized":
Original comment by dorian.f...@gmail.com
on 14 Jan 2010 at 5:51
Attachments:
lol anothers with save state:
1)With gun
2)Change weapon (for mines)
Original comment by dorian.f...@gmail.com
on 15 Jan 2010 at 9:41
Attachments:
I have the impression that it also depend of the angle...
I know, it's a lot of screen but if someone can have a idea from wich part of
the
code this could happen because I can not find the problem... :(
Original comment by dorian.f...@gmail.com
on 15 Jan 2010 at 9:56
Attachments:
Interesting...
In RSP_GBI0.h
void RSP_GBI0_Tri4(Gfx *gfx)
{
[...]
//bVisible = IsTriangleVisible(v0, v2, v1);
bVisible = 1; //force to think all tri are visible
[...]
And now, I don't have "unfiltered texture". No prob...
Original comment by dorian.f...@gmail.com
on 15 Jan 2010 at 11:55
In RenderBase.cpp
bool IsTriangleVisible(uint32 dwV0, uint32 dwV1, uint32 dwV2)
{
[...]
#ifdef ENABLE_CLIP_TRI
//if( gRSP.bRejectVtx && (g_clipFlag[dwV0]|g_clipFlag[dwV1]|g_clipFlag[dwV2]) )
// return;
if( g_clipFlag2[dwV0]&g_clipFlag2[dwV1]&g_clipFlag2[dwV2] )
{
//DebuggerAppendMsg("Clipped");
//return false;
return true; //force this to return true
}
#endif
[...]
It work when I force this, I have no "unfiltered textures"...
Very stange. That would mean Renderer render textures even if there are
considered as
invisible but not filter them?
I go back to my last code and make a test:
RSp_GBIO.h
//bVisible = IsTriangleVisible(v0, v2, v1);
bVisible = 0;
/*See picture*/
No It's ok, not perfect but ok.
So, the:
if( g_clipFlag2[dwV0]&g_clipFlag2[dwV1]&g_clipFlag2[dwV2] )
Could the prob...
Original comment by dorian.f...@gmail.com
on 15 Jan 2010 at 12:07
Attachments:
if( g_clipFlag2[dwV0]&g_clipFlag2[dwV1]&g_clipFlag2[dwV2] )
{
//DebuggerAppendMsg("Clipped");
return false;
}
If I understand well, if any of the vertex is on screenspace, it return
(isVisible)
false? o_O
Original comment by dorian.f...@gmail.com
on 15 Jan 2010 at 3:05
After tests, this prob seems to only happen when you load a save state...
Original comment by dorian.f...@gmail.com
on 15 Jan 2010 at 4:35
What exactly is the problem here? Is this a visual artifact?
Original comment by richard...@gmail.com
on 19 Jan 2010 at 3:22
I've got this:
goldeneye004another.png
I change weapon and I've got this:
goldeneye005another.png
(A texture is not filtered, visual artefact).
Another:
I've got this:
goldeneye006angle.png
(Texture is filtered)
I rotate the player a little and I've got this:
goldeneye007angle.png
(The texture is not filtered, visual artefact)
I hope it can help you.
I'd try to debug it but can't. Don't know where in the code it can append.
Dorian
Original comment by dorian.f...@gmail.com
on 20 Jan 2010 at 10:01
Original issue reported on code.google.com by
dorian.f...@gmail.com
on 14 Jan 2010 at 3:09Attachments: