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Polygons don't meet when using N64-style depth compare and AA #1362
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Which build you are using for testing? The branch updated often. |
10 days old. Can you build current state? |
Please test with current build: |
The problem hasn't changed with 8004dc2. |
That kinda looks like an accurate N64 depth issue. |
You're right - it only happens when N64 depth compare is on. @gonetz I'll let you close this issue if you like seeing as it's an experimental feature. |
Well, accurate N64 depth seems bugged with TWINE in this branch, so there's obviously something that needs fixing. |
I tested accurate N64 depth with other games. It works for me and should work for you. I run it without AA. |
I'm not using AA, and I'm getting a sort of shimmering distortion on objects in TWINE. |
Please test with new build: |
It is not refactor_graphics branch regression. Current Release works the same. It can be explained. Depth buffer is single sampled when N64 depth compare is on. Depth compare fails between polygons because its continuity becomes broken on polygons bounds in case of multisampling. I hardly can fix it, so lets consider it as "feature": N64 depth compare is incompatible with MSAA. |
Sure. |
I don't get the polygons don't meet with N64 depth compare and 2xAA problem. But I do get distant objects appearing in front of near objects. IntelHD Graphics. GL 4.0 support. Pic taken with 2xAA and N64 depth compare enabled. Used very latest 47cd2e8 build. |
This issue does not occur with XG-2
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