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Objects not rendered on Treasure Planet: Battle at Procyon #158
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"I've recorded a trace of the game on Windows, but the issue is unfortunately not reproducible by replaying the trace with D8VK." |
I can confirm that "d3d9.shaderModel = 0" is a good workaround. Maybe the game takes the decision to use vertex shaders based on some informations/CAPS. |
Another game using undefined vertex attributes in the shader like #129. Odd. If it used v5 for this geometry it would be fine. Maybe I need to clamp register indices or something.
The game is not declaring that register either. I think it either expects to get the value in v5, which it doesn't use, |
I guess the easiest solution is I can just do the same trick I did for #129 but I feel like there must be a unifying reason behind these two issues. Some way that the vertex shader assigns registers that works on native but doesn't work here. |
Unfortunately there is no extra information in the VS decl
There are some bits I haven't looked at but none of them are used here. |
Seems like actually just doing the obvious fix like in #129 ( |
It it's the case, then I'm wondering why every windows driver only take the fixed function path and not the shader one. The game always looked like the 1st screenshot. |
Did you ever play it on Win98 or XP? I believe native behavior might have been a bit different back then, which is why we're running into these oddities every now and then. That or it never actually worked and they shipped the game with a broken shader (it's not impossible). But I think it's more likely there were workarounds in place in that day and age which made the issue transparent. |
Seems to not be related to #66 or #131 Looking at this game's demo's files
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On native, |
Software information
Game: Treasure Planet: Battle at Procyon
Most objects are invisible when running the game with D8VK, on both Linux and Windows.
On native D3D8 (good):
On D8VK (bad):
WineD3D have the exact same issue. It can be worked around by disabling vertex shaders by setting the registry "MaxShaderModelVS" to 0 for this game.
An other workaround which works on both WineD3D and D8VK is to make invalid the "HemisphericalLighting.vsh" file in the VertesShaders directory of the game, by deleting all it's content for instance.
I've recorded a trace of the game on Windows, but the issue is unfortunately not reproducible by replaying the trace with D8VK.
System information
Apitrace file(s)
Log files
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