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something wrong with lighting #4886
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Ah, sorry, forgot to mention! Yes, it's Android, Sony Xperia Z1. |
If you can, try to get actual screenshots from the devices, not just a picture of their physical screens. |
Yeah, you would need a screenshot plugin on the PSP. Also, is this with buffered rendering on or off? It can affect lighting and other effects if it's off. |
i see the same picture on iPad, i think the problem is in opengl ES. |
Could simply be that we can't use dual source alpha on mobile (OpenGL ES). This got fixed on PC when I introduced that, right? I have a workaround planned for GL ES but I won't be able to work very much on PPSSPP until the new year. |
hrydgard, thanks you very much! by the way, android 4.3+ has support for OpenGL ES 3.0, will you plan something for this new version (sorry, i don't even know the differences between 2 and 3 version yet) |
ES 3 unfortunately lacks this particular feature. But it's still possible to do with multipass rendering at some performance cost. It may help in other ways though but I haven't investigated very much yet. |
I just checked on my Xperia Z1 with 4.3 , ES 3.0 , looks like no extension - GL_ARB_blend_func_extended |
Does it expose the extension ARB_blend_func_extended? If not, it was something else that was the cause here. |
That's why i'm curious as i cannot see GL_ARB_blend_func_extended on my device..... or may be Open ES 3.0 support it natively? |
Probably it is stencil to alpha ? i will goto test it out . |
Actually, I think something else could be the cause. I just made a build that disabled Dual Source Alpha (DSA) in all instances (I use it at times, the speed up is still substantial in certain games that do not need DSA for correct functionality, like Dead or Alive Paradise) and that scene still looks normal on my system:- |
However , alpha doubling should be supposed to work without any extra use of extensions...........hummm |
@mailwl are you still able to reproduce this in the latest git build with default settings (might try resetting them)? -[Unknown] |
By the way, from the screenshot above, I wonder if the PSP has a higher / cooler white point than 6500k. I guess that'd be a good job for a post shader if so. -[Unknown] |
@unknownbrackets color seems to differ alot between models, as for example here PSP-3000 had colors pretty much like we have on ppsspp(or something close). I just compared the screenshots above psp vs ppsspp(the correct one with effect) and made a simple shader based on the rgb difference at dialog window. fsh: #ifdef GL_ES uniform sampler2D sampler0; void main() { For vsh you can just reuse fxaa. |
@unknownbrackets |
i saw it on game Brave Story: New Traveller.
sorry for bad quality of photo, i can not make it better now
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