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Fix various issues with zfreeze implemntation.
Results are still not correct, but things are getting closer. * Don't cull CULLALL primitives so early so they can be used as reference planes. * Convert CalculateZSlope to screenspace coordinates. * Convert Pixelshader to screenspace coordinates (instead of worldspace xy coordinates, which is totally wrong) * Divide depth by 2^24 instead of clamping to 0.0-1.0 as was done before. Progress: * Rouge Squadron 2/3 appear correct in game (videos in rs2 save file selection are missing) * Shadows draw 100% correctly in NHL 2003. * Mario golf menu renders correctly. * NFS: HP2, shadows sometimes render on top of car or below the road. * Mario Tennis, courts and shadows render correctly, but at wrong depth * Blood Omen 2, doesn't work.
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@ -149,11 +149,8 @@ int RunVertices(int vtx_attr_group, int primitive, int count, DataReader src, bo
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if ((int)src.size() < size)
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return -1;
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if (skip_drawing || (bpmem.genMode.cullmode == GenMode::CULL_ALL && primitive < 5))
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{
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// if cull mode is CULL_ALL, ignore triangles and quads
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if (skip_drawing)
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return size;
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}
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// If the native vertex format changed, force a flush.
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if (loader->m_native_vertex_format != s_current_vtx_fmt)
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