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Change to AttachFramebufferValid() for suboffset textures #3311

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merged 1 commit into from
Aug 22, 2013
Merged

Change to AttachFramebufferValid() for suboffset textures #3311

merged 1 commit into from
Aug 22, 2013

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raven02
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@raven02 raven02 commented Aug 22, 2013

This fixes Valkyrie Profile's intro logo graphics and try to apply 'correct' effect for Sword Art Online although still bit too bright

@unknownbrackets
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Doesn't this break other things? You changed it before and commented it out right?

-[Unknown]

@raven02
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raven02 commented Aug 22, 2013

Not this one. It is the one in the 1st idef .

if (exactMatch) {
    DEBUG_LOG(HLE, "Render to texture detected at %08x!", address);
    if (!entry->framebuffer) {
        if (entry->format != framebuffer->format) {
            WARN_LOG_REPORT_ONCE(diffFormat1, HLE, "Render to texture with different formats %d != %d", entry->format, framebuffer->format);
            // If it already has one, let's hope that one is correct.
            AttachFramebufferInvalid(entry, framebuffer);
        } else {
            AttachFramebufferValid(entry, framebuffer);
        }

@hrydgard
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Are you sure it's the correct effect for SAO and not just disabling the bloom entirely? Do you have a screenshot?

(I haven't tried this change yet)

@raven02
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raven02 commented Aug 22, 2013

As @unknownbrackets mentioned here #3287
I think it should apply but just too strong effect like God Eat Burst .

hrydgard added a commit that referenced this pull request Aug 22, 2013
Change to AttachFramebufferValid() for suboffset textures
@hrydgard hrydgard merged commit 1ea0cd0 into hrydgard:master Aug 22, 2013
@amihi
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amihi commented Aug 22, 2013

before
qq20130822185142
now
qq20130822185222

@daniel229
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breaks God of War
01

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5 participants