Erik Abair

Results 83 comments of Erik Abair

Here is an illustration of the problem. This screen is the result of compositing the left hand side of a texture on top of itself (leaving the right hand side...

A note on debugging this: Unfortunately renderdoc seems to fail to capture interim states for some of the textures. If I take the hand-initialized texture and just render it to...

With nsight it's a bit more clear: 1. When creating the initial texture from the surface, the result is correct (no smearing). 2. When doing the first draw (rendering into...

It looks like the way xemu handles the WINDOW_CLIP commands may be incorrect, which also contributes to this problem (and may explain uninitialized data along the outer edges of surfaces)

`WINDOW_CLIP` differences do not explain the behavior. I have a fix that gets a pixel perfect match in my test case, but still breaks SC:DA (it does a bunch of...

@RyzenDew - it should've already been automatically mergable, but rebased anyway

Note: The current state of this PR breaks the highlight texture generation in NFS MW (#890) where the low res version of the color buffer appears to suffer from a...

According to https://github.com/mborgerson/xemu/blob/master/hw/xbox/nv2a/nv2a_regs.h#L57 this is an "enable" register, so I suspect the chain of "disable all" -> "enable all" -> "enable just PGRAPH" may also be tearing down the overlay....

@Triticum0 the assertion message got eaten in the original post, but I strongly suspect it was the same as #424 and PR #985 fixed this (so any release later than...

> @abaire Based on your comment in #55 about the broken floor texture in Halo 2 being related to depth buffer precision, I assumed this PR would not fix that...