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Swap depth range to use minz/maxz #8461
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This allows values that fall outside the viewport, but still within the depth range, to be drawn.
We'll allow extra space in both directions. It's not exactly right, but it's a fast approximation.
Cool. Getting this tested with Heroes Phantasia might be a good idea if pixel depth rounding has changed.. |
Seems to work well in all the games I tried. |
Where is DepthSliceFactor() |
Sorry, add this to GPUStateUtils.cpp: float DepthSliceFactor() {
return depthSliceFactor;
} And then GPUStateUtils.h: float DepthSliceFactor(); -[Unknown] |
Pixel depth rounding works with that code,and even flicker less than before. |
That modified per-pixel rounding code make Phantasy Star Portable 2 JP missing text. |
Turns out the issue was precision ( Also, how does Heroes Phantasia fair with -[Unknown] |
Phantasy Star Portable 2 JP now flicker even with PixelDepthRounding. |
If you change -[Unknown] |
Never mind,just forgot add game id to the list,it works fine. |
Ah, great. So then sounds like pixel rounding is working fine now, and this fixes a few bugs otherwise. Yay. -[Unknown] |
@daniel229 please send pull requests with any missing game ids :) |
Swap depth range to use minz/maxz
That's probably the minz/maxz clipping. Cool. -[Unknown] |
This does a few things:
This actually fixes MotoGP for me (would be nice to confirm), since it is using clipEnable, and therefore clamping the depth.
Some flaws (not sure if important):
Could use help on the per-pixel rounding. This is what I tried:
Anyway, this seems like an improvement otherwise.
Fixes #8456 and fixes #8424.
-[Unknown]