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NSMB: Incorrect Z-ordering in W8-3 #661

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waddlesplash opened this Issue Apr 14, 2017 · 2 comments

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waddlesplash commented Apr 14, 2017

See the bubble on the left -- the plant inside the bubble appears behind the green plant.
new super mario bros-4

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StapleButter Apr 22, 2017

Related to polygon IDs, not Z, afaict. I saw the same bug while implementing polygon IDs in melonDS. I don't remember the exact cause, but basically: the polygon ID check for translucent pixels is only done when the destination pixel was translucent too (regardless of the stored alpha), except when drawing shadows.

(this, based on what I observed and tested. may be wrong)

Related to polygon IDs, not Z, afaict. I saw the same bug while implementing polygon IDs in melonDS. I don't remember the exact cause, but basically: the polygon ID check for translucent pixels is only done when the destination pixel was translucent too (regardless of the stored alpha), except when drawing shadows.

(this, based on what I observed and tested. may be wrong)

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endrift Apr 24, 2017

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I implemented that part of polygon ID stuff already. It was, for example, causing trees to show through each other in SM64 before I fixed it. Wonder if I got it wrong somehow.

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endrift commented Apr 24, 2017

I implemented that part of polygon ID stuff already. It was, for example, causing trees to show through each other in SM64 before I fixed it. Wonder if I got it wrong somehow.

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