Open snickerbockers opened 2 years ago
This appears to be related to the depth buffer range. OpenGL requires games to normalize depth coordinates between -1.0 and 1.0; any fragments outside of that range are not rendered. PowerVR2 does not have this limitation, so WashingtonDC is forced to attempt to compress an unlimited range of depth values into a limited range; this is difficult to get correct in all cases.
The new infrastructure being developed in the pvr_trace branch will make it much easier to analyze these problems and come up with an equation that works well for all games.