researched extensively. this cursor is the only instance of polygon attribute depthtest=EQUALS mode that I am aware of. It doesn't work due to instabilities in the floating point 3d hardware and won't be fixed until that turns fixed point. Advance wars draws everything flat at z=0 in world coordinates with no height to it, and uses w buffering. therefore the math should work out so that the w coordinate in the rasterizer is always the same, and the arrow should pass the EQUALS depth test and render on top of everything. but the math ends up being wrong due to floating point.
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SoftRasterizer, GFX3D_Zelda_Shadow_Depth_Hack=0: Bug is reproducible as described.
SoftRasterizer, GFX3D_Zelda_Shadow_Depth_Hack=10: Cursor is rendered correctly.
OpenGL: Bug is reproducible as described.
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My DeSmuME doesn't seem to have any 'Depth Threshold' setting in the Config dropdown, so the advice here confused me; after some puzzling I figured out that it can be set as a commandline option: --depth-threshold=10. This seems to work.
(And Dual Strike cursor problem still exists on Debian version 0.9.10-2/"DeSmuME 0.9.10 svn0 dev+ x64-JIT".)
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The depth threshold setting works only for SoftRasterizer. It does not work for OpenGL.
You're using an old version of DeSmuME. The current released version is v0.9.11.
The Advance Wars: Dual Strike cursor issue can be fixed when the depth threshold is =10. This does work in both v0.9.10 and v0.9.11.
Ever since r5191, the depth threshold setting (GFX3D_Zelda_Shadow_Depth_Hack) is obsolete. In r5191, the depth test equals test, of which the AW:DS cursor depends on, now behaves as if GFX3D_Zelda_Shadow_Depth_Hack=512 at all times.
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geeze, no other emu can do this. ideas shows a red arrow at least..
Still missing on SVN2651.
same issue in svn2672
researched extensively. this cursor is the only instance of polygon attribute depthtest=EQUALS mode that I am aware of. It doesn't work due to instabilities in the floating point 3d hardware and won't be fixed until that turns fixed point. Advance wars draws everything flat at z=0 in world coordinates with no height to it, and uses w buffering. therefore the math should work out so that the w coordinate in the rasterizer is always the same, and the arrow should pass the EQUALS depth test and render on top of everything. but the math ends up being wrong due to floating point.
Same problem on SVN2847
Still missing on SVN2902.
still present on svn 3104
Still present on SVN3455. Here a real rendering: http://www.youtube.com/watch?v=dP-Q_Oug2nM
set "Depth Comparison Threshold" to 10
fixed in r3769.
we'll keep these as test cases for a rasterizer depth buffer rewrite. theyre still technically broken
Still broken on SVN4074, the pokefan999 fix still works perfectly.
Still broken on SVN5040, again the pokefan999 fix still works perfectly.
Cursor bug is confirmed on r5119.
SoftRasterizer, GFX3D_Zelda_Shadow_Depth_Hack=0: Bug is reproducible as described.
SoftRasterizer, GFX3D_Zelda_Shadow_Depth_Hack=10: Cursor is rendered correctly.
OpenGL: Bug is reproducible as described.
My DeSmuME doesn't seem to have any 'Depth Threshold' setting in the Config dropdown, so the advice here confused me; after some puzzling I figured out that it can be set as a commandline option:
--depth-threshold=10. This seems to work.(And Dual Strike cursor problem still exists on Debian version 0.9.10-2/"DeSmuME 0.9.10 svn0 dev+ x64-JIT".)
The depth threshold setting works only for SoftRasterizer. It does not work for OpenGL.
You're using an old version of DeSmuME. The current released version is v0.9.11.
The Advance Wars: Dual Strike cursor issue can be fixed when the depth threshold is =10. This does work in both v0.9.10 and v0.9.11.
Ever since r5191, the depth threshold setting (GFX3D_Zelda_Shadow_Depth_Hack) is obsolete. In r5191, the depth test equals test, of which the AW:DS cursor depends on, now behaves as if GFX3D_Zelda_Shadow_Depth_Hack=512 at all times.
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TKS
worked here :)
Also fixed in the OpenGL renderer as of commit git#47a7194.
Now, both SoftRasterizer and OpenGL renderers support the depth-equals test, allowing the flashing cursor to become visible.