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Stencil to Memory #2812

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raven02 opened this issue Jul 17, 2013 · 7 comments
Closed

Stencil to Memory #2812

raven02 opened this issue Jul 17, 2013 · 7 comments

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@raven02
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raven02 commented Jul 17, 2013

I think we now only have framebuffer to memory but not yet have depth-stencil to memory .Correct me if i'm wrong .

Wondering if we implement it , will get the overbright issue resolved in Wipeout and God Eat Burst?

@hrydgard
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Yeah, it might. Seems it did for JPCSP.

Problem is that I haven't found a way to read the stencil buffer directly at all on OpenGL ES...

@CPkmn
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CPkmn commented Jul 17, 2013

God Eater Burst is overbright in PPSSPP? Since when?

@thedax
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thedax commented Jul 17, 2013

@CPkmn : for a number of revisions now..

@solarmystic
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@CPkmn

See #2678

@raven02
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raven02 commented Jul 18, 2013

@CPkmn , the bloom effect should be there in-game but somehow renders too bright :(

@hrydgard , not too sure if OpenGL ES3 will be okay , or may be only get it supported for dekstop OpenGL platform .

@CPkmn
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CPkmn commented Jul 18, 2013

Oh yeah, I remember that commit now. I ended up not adding it to my local copy because of the bloom issues.

edit: well, I didn't add it because others were reporting bloom issues. I just tried adding 78f85db to my local build to test and I don't see any difference (neither with buffered rendering on or off).

@raven02 raven02 closed this as completed Dec 10, 2013
@hrydgard
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We haven't really implemented this by copying stencil to alpha, instead we try to get alpha to match stencil as much as possible. This has fixed most of these issues though.

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5 participants