Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

softgpu: Cull verts outside post-viewport Z #16480

Merged
merged 1 commit into from
Dec 2, 2022

Conversation

unknownbrackets
Copy link
Collaborator

Shouldn't have removed this before, points are still culled when depth clamp is off and throughmode is off.

Fixes Crazy Taxi 2 graphics glitches, see #16131. Had removed this in #14820 (0b73c1c) overzealously. Also checked accuracy better, it's definitely at >= 65536.0.

Ran through a bunch of previously fixed frame dumps to make sure I didn't miss anything... hopefully.

Also, not dealt with here... some of my tests related to this are suggesting that through-mode depth is not clamped at the vertex level to 0/FFFF, but rather that it interpolates and clamps at the fragment level. So maybe clamping it within the vertex reader is wrong, after all...

-[Unknown]

Shouldn't have removed this before, points are still culled when depth
clamp is off and throughmode is off.

Fixes Crazy Taxi graphics glitches.
@hrydgard hrydgard merged commit 24aad50 into hrydgard:master Dec 2, 2022
@unknownbrackets unknownbrackets deleted the softgpu-depth branch December 2, 2022 14:57
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

Successfully merging this pull request may close these issues.

None yet

2 participants