Unknown W. Brackets

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So, here's a few things about depth based on testing: 1. The minz/maxz registers apply a depth range test _after_ the viewport and presumably other transforms. GLES doesn't support these....

Right, desktop GL only can download AFAIK. We already do it in the GE debugger. But that doesn't help mobile... Yeah, I was also thinking about trying to use the...

I meant, it doesn't work for GL_DEPTH_COMPONENT on mobile, even on GLES 3. -[Unknown]

Random thought: if clipping is disabled, I wonder if depth can go outside the range? Like if I set the range to 32767.5 +- 1.0f. Or my 1.5f example above....

I wonder if we could use `GL_DEPTH_CLAMP` in throughmode? I think I found it clamping depth. -[Unknown]

So did some more testing, and found something interesting. If I set the depth range to 32769.0 +- 32767.5, then that should set my range to [1.5, 65536.5], right? Except...

Okay, so after thinking about this, here are my ideas: 1. When using a "full" depth precision range, take a slice 1/4 the size in the middle, by scaling and...

Valkyria Chronciles 2 is also affected by the rounding / clamping issue: http://forums.ppsspp.org/showthread.php?tid=433&pid=116239#pid116239 #13462 -[Unknown]

I added some additional notes in #12058 based on further testing. -[Unknown]

Have you tried building it? What problems did you hit? -[Unknown]