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Graphical glitch in Kenka Bancho 4 with OpenGL #6895

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daniel229 opened this issue Sep 13, 2014 · 17 comments
Open

Graphical glitch in Kenka Bancho 4 with OpenGL #6895

daniel229 opened this issue Sep 13, 2014 · 17 comments
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GE emulation Backend-independent GPU issues Mipmaps Mipmapping related issues
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@daniel229
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Those red barriers should be invisible.
PSP
psp

OGL
ogl

D3D9 and softwareGPU looks fine
D3D9
d3d

Gedebugger,it has a alpha blend and stencil test.
06
07
08

@unknownbrackets
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I blame beziers. Probably like the FF4 thing...

-[Unknown]

@daniel229
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Yes,don't execute beziers,then it's invisible.

@unknownbrackets
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Has this changed / improved at all? Is it now the same in d3d9? Does hardware transform affect it?

-[Unknown]

@daniel229
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No change,same in d3d9,hardware transform not affect it.

@unknownbrackets
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Has this improved with the latest bezier fixes?

-[Unknown]

@daniel229
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No,it doesn't even with #8690

@unknownbrackets
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Hmm. If you disable the alpha blending and alpha test, does it still not draw in direct3d? Maybe this is actually depth related...

I think it's probably not breezier related, then.

-[Unknown]

@daniel229
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D3D9 is same as OpenGL now since #6900

@daniel229
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Disable appha blending and alpha test,it still draws.
01

@unknownbrackets
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Is it possible to experience this issue in 3's demo (NPJH90015)?

The reason #6900 made it happen in Direct3D 9 is just because beziers weren't supported in Direct3D 9 before that.

Maybe I can replicate and test the bezier it's drawing here (with the points.)

-[Unknown]

@daniel229
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@unknownbrackets
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Oh, okay. Seems like there's no demo for 4... so this problem is only in 4?

Thanks for checking.

-[Unknown]

@daniel229
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Got it,it also happens in 3 demo.Just far away from the barrier,it disappear,but in PPSSPP it doesn't.

@daniel229
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The barrier should be disappear here,but it doesn't.
06

savestate for 3 demo
https://drive.google.com/file/d/0BzGZGDfFE68zRHg3MlRra2RUNE0/view?usp=sharing

@unknownbrackets
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I think this is mipmapping related - at least in the 3 demo.

Texture = 0x09e21cc0
Level 0 (256x64), clear cross hatching
Level 1 (128x32), clear cross hatching (a bit blurry)
Level 2 (64x16), very blurry cross hatching
Level 3 (32x8), entirely black

All use the same alpha value.

The settings:
Tex level/bias: slope + bias: -5.000000
Tex lod slope: 0.299995

We're not handling those correctly, so we don't end up showing the mipmaps. I'm also not sure our bezier implementation works with mipmaps correctly (it probably does.)

From your screenshot, 4 also seems to have mipmap levels - and it also has the slope and bias (which I didn't notice before.) So it's likely the same in both games indeed.

-[Unknown]

@daniel229
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In 4 it has 3 the mipmapping level,level 0 level 1 level 2,and level 2 is black.

@unknownbrackets
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This happens on draw 4199/4237 in NPJH90015_#6895_slope_mapping.zip. Currently, the PSP playback code I use isn't good enough to handle this dump, because it's too big.

-[Unknown]

@hrydgard hrydgard added the GE emulation Backend-independent GPU issues label Nov 11, 2020
@hrydgard hrydgard added this to the Future milestone Nov 11, 2020
@hrydgard hrydgard added the Mipmaps Mipmapping related issues label Dec 8, 2022
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