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#1253 OpenGL 3.2 bugs

SVN past 0.9.8
closed-fixed
nobody
0.9.12
5
2017-10-14
2013-02-10
Scott Nash
No

using r 4525
couple of Opengl bugs
Monster Trucks DS (US)
your truck keeps appearing behind the hills

Discussion

<< < 1 2 3 > >> (Page 2 of 3)
  • rogerman

    rogerman - 2015-08-02

    Thanks, that does help. I tested toon highlighting in Advance Wars: Dual Strike and Advance Wars: Days of Ruin. During unit selection, the highlighted tiles do indeed use toon highlight blending. With these test cases, along with the Shadows of Almia logo, I think its safe to confirm that the fix in r5230 is correct.

     
    • Josh

      Josh - 2015-08-02

      No problem at all. Glad that I could be your help :D

       

      Last edit: Josh 2015-08-02
  • Josh

    Josh - 2015-07-31

    Another issue is random line appear in the game itself (which should not exist). If OpenGL is set as the renderer the line appear is constant throughout the game. If Softrasterizer is set, the lines are there too but disappear once the character goes near it. This means if my character is walk down the line will disappear on the spot while walking back up makes the line appear again.

    The weird line issue only appear in Pokemon Ranger game series only (except the original Pokemon Ranger).

     
    • rogerman

      rogerman - 2015-07-31

      This is a known issue with the current 3D rendering system, where we're approximating vertex coordinates with floating point numbers instead of being exact with fixed point numbers. Both renderers will reveal this inaccuracy to different degrees, and some games do better with certain renderers than others. It seems like OpenGL does worse than SoftRasterizer in this particular game.

      This issue won't be fixed until we rewrite the base 3D rendering code to use fixed point. However, we can keep this issue open as another test case.

       
  • Josh

    Josh - 2015-07-31

    Partial texture of Pokemon missing or partially invisible when I click and hold the Pokemon. This issue is not trigger when clicking on it but it does flicker to show the small instance of time that during the clicking process causes partial invisibility.

    This one happens in the original series of Pokemon Ranger.

     

    Last edit: Josh 2015-07-31
    • rogerman

      rogerman - 2015-07-31

      This issue occurs because there is a special comparison between the polygon IDs of a translucent destination fragment and the source fragment's polygon ID, where if the comparison passes, then you overwrite the destination polygon ID with the source polygon ID.

      Again, we run into a situation where we have to read and write the destination fragment at the same time, so we won't be fixing this in OpenGL anytime soon.

       
  • Squall Leonhart

    Squall Leonhart - 2015-08-01

    Time to dump the oldtards with their pos gpu's.

    OpenGL can handle reading and writing destinations now just fine.

     
  • Josh

    Josh - 2015-08-02

    Latest issue that I found out is the looping that is drawn partially went missing initially during the pre title screen animation of Pokemon Rangers - Shadows of Almia. Later on the 2nd round loop that is drawn displayed 1 full circle as expected. I have to change it to use 1 core only so that it is slow enough for me to take screenshot.

    If this can be fix immediately that will be good or else it's fine.

     

    Last edit: Josh 2015-08-02
    • rogerman

      rogerman - 2015-08-02

      "Fixed" in [r5231]. This was an issue caused by a change I did in [r5176], where I intended to work on polygon ID handling, but never got around to it. I have reverted the code in r5231 to get the code out of its half-baked state. Stencil buffer clears will need to work this way until we can figure out how to better handle polygon IDs in the OpenGL renderer.

       

      Related

      Commit: [r5176]
      Commit: [r5231]

    • zeromus

      zeromus - 2015-08-02

      get equipped with Frame Advance hotkey (bound to N)

       
  • Josh

    Josh - 2015-08-02

    Fountain water flowing partial texture missing in Pokemon Black version.
    The hole becomes more apparent (larger) as I move closer to it.

     

    Last edit: Josh 2015-08-02
    • rogerman

      rogerman - 2015-08-02

      Bah, it's another polygon ID / stencil buffer issue, which won't be fixed until this stuff gets completely reworked.

      In the future, please be more specific about bug reports. It would have been helpful if you mentioned that the fountain was in Striaton City. And if a bug takes more than a few minutes to encounter from the title screen, then please provide the .dsv save file so that the bug can easily be tested. You lucked out in that I've already completed Pokemon Black myself, so I was able to fly over to Striaton City and quickly get this bug tested. But keep in mind that not everyone will be able to do that.

       
      • Josh

        Josh - 2015-08-03

        Sorry about that. I will report more details about bug reports next time.

         
  • Josh

    Josh - 2015-08-11

    I'm not sure if this is a bug but I notice there is a yellow tint during the transition phase of fading in/out in Pokemon Mystery Dungeon pre title screen in all edition (Explorer of Time/Darkness/Sky)
    Happens only on the bottom screen of the DS.

     

    Last edit: Josh 2015-08-11
    • Josh

      Josh - 2015-08-11

      How about this issue then? Did you accidentally miss this part, zeromus?

       
      • zeromus

        zeromus - 2015-08-11

        no, it's just an opengl bug. sounds like something rogerman will enjoy fixing.

         
        • rogerman

          rogerman - 2015-08-11

          This is the same issue as the rainbow and clouds in Pokemon Rangers: Guardian Signs.

          OpenGL does not emulate the special blending condition: If the destination fragment alpha is 0, then overwrite the destination fragment with the source fragment.

          And as before, my response is: This won't be fixed in OpenGL anytime soon, if ever.

           
          • Josh

            Josh - 2015-08-11

            I see. Ok then. Thx for the response.

             
  • Josh

    Josh - 2015-08-11

    There is a light colour shade difference in Softrasterizer whereby the top screen is a little lighter compare to the bottom screen but not occur in OpenGL.
    Also the shape of the spiral is not in perfect curve. Can see a small miniature of the dent.

     

    Last edit: Josh 2015-08-11
    • zeromus

      zeromus - 2015-08-11

      Top and bottom screen discrepancy is almost certainly not a bug. I get the same on opengl and softrasterizer and nobody would notice on an actual split screen.
      Dent in spiral is caused by a standard texture precision issue. TXT hack will even fix it, like other text problems.
      Nothing to address on either of these issues

      Also stop posting JPGs for screen shots and circling tiny blocky bugs that look like JPG artifacts. Use PNG for screenshots.

       

      Last edit: zeromus 2015-08-11
      • Josh

        Josh - 2015-08-11

        I have enabled TXT hack and that is the result. The dent is more obvious with TXT hack turned off.

         
        • zeromus

          zeromus - 2015-08-11

          ok fine, but it doesnt matter, TXT hack can't fix everything. It's just proof that it's related. Still the same bug, still the same non-resolution.

           
  • Josh

    Josh - 2015-08-12

    Posted by another user regarding OpenGL renderer has missing 3D geometry.
    Is that another Polygon ID/stencil buffer issue as well?
    Bug #1493

     
    • rogerman

      rogerman - 2015-08-12

      It's actually two problems: Yes, the polygon ID / stencil buffer issue does affect this scene a little bit. But the major issue is in how OpenGL treats depth differently from SoftRasterizer. We don't know why OpenGL's depth rendering can sometimes cause such wildly different results than SoftRasterizer... it just does. This is an issue that's eluded me for some time now, and will require further investigation to figure out exactly what's going on.

       
  • Josh

    Josh - 2015-08-12

    Once again I wanna thank rogerman for taking time to explain thoroughly on what is going on and what causes it. The explanation does indeed increase my knowledge on how rendering in emulator works.
    And I like to learn new stuff all the time.

     

    Last edit: Josh 2015-08-12
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