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Does this still happen? Does it happen with Vulkan? -[Unknown]

Hmm so.... this is because of an insane viewport offset for Z. It's a problem with the accurate depth path. Viewport Scale 739.000000, 447.000000, -32767.000000 Viewport Offset 2048.000000, 2048.000000, 145281024.000000...

Note to self: DepthClipEnable false might help this (and cause #11399 to be a problem) on Direct3D 11. -[Unknown]

Well, it's still an issue in Direct3D 9 and Vulkan when depth clamp is not supported. -[Unknown]

Just a note so we don't think the "accurate depth" path is always wrong: Mimana Iyar Chronicle ([ULUS10492_#9545_mimana_depth_clamp.zip](https://github.com/hrydgard/ppsspp/files/3075691/ULUS10492_.9545_mimana_depth_clamp.zip)) also has a black sky issue in the "Tree of Elves" area,...

This hasn't really changed since 2018, except that OpenGL / GLES now sometimes depth clamp. We would need to use another varying and adjust Z, writing Z always in the...

Would need to do that on the projected Z, although could probably compute a vector to dot product every input position against to determine if it crosses the negative Z...

Does anything change if you modify this in GLES_GPU.cpp: ``` c++ if ((!gl_extensions.IsGLES || gl_extensions.GLES3) && PSP_CoreParameter().compat.flags().PixelDepthRounding) { features |= GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT; ``` To just: ``` c++ if ((!gl_extensions.IsGLES || gl_extensions.GLES3))...

It's interesting that the Z is `-1.562500` in the vertices list. Clip is enabled too, but depth write is disabled. If you go back to a working build, does the...

If you revert just the StateMappingDX9 part of 488c62e5349d3d4bb8bc82aecb173deb71fe2843, does it work again? -[Unknown]