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Emulator Issues #1070

closed

Zelda Sun Flare issue

Added by Autoran1 almost 15 years ago.

Status:
Fixed
Priority:
Normal
Category:
GFX
% Done:

0%

Operating system:
N/A
Issue type:
Bug
Milestone:
Regression:
No
Relates to usability:
No
Relates to performance:
No
Easy:
No
Relates to maintainability:
No
Regression start:
Fixed in:

Description

Shuffle you're doing a great work, sun flare effect now working but
unfortunately it look's like SPS in pcsx2
i hope you can fix that, i also hope that could be implemented in DC
here's the screen

Actions #1

Updated by BhaaL almost 15 years ago

They've been discussing this particular thing for the past 2 or 3 hours on IRC
already, so believe me it is being worked on ;)

Actions #2

Updated by Anonymous almost 15 years ago

[18:57] <@ector> shuffle2, it could be that we don't support an obscure gc gpu
feature that I've never noticed a game use before - if drawing indexed triangles, and
one index is 0xFFFF, that triangle dies
[18:57] <@ector> it could be that it draws all the spikies in one triangle strip but
uses these to "pause" it
[18:57] <@ector> so we get the extra triangles that look retarded
[18:58] <@ector> this is just a theory though

also, it should work with AA on now, too :)

Actions #3

Updated by Autoran1 almost 15 years ago

Fixed work with DC too, thanks, just SPS remain

Actions #4

Updated by Autoran1 almost 15 years ago

BTW, there is the hang issue in SMG, ZTP, ZWW, maybe other games in r3644, i've
compiled it with 3643's VideoCommon\Src\Fifo.cpp and Plugin_VideoOGL\Src\main.cpp
and hangs stoped, but no more DC working effect
and normal 3645 version doesn't hang in SC mode, only in DC

Actions #5

Updated by Anonymous almost 15 years ago

About the theory for the sps described above:
I have checked high and low...and zelda never sets any indexes to 0xff for 8bit or
0xffff for 16bit...NONE

gah, it took me so long to check...I was really hoping that was the problem :p

Actions #6

Updated by Autoran1 almost 15 years ago

BTW, is there in ZTP some sings of this function, cause i trised and didn't see any
difference, but SMS has coreect Sun Glare effect now :D

Actions #7

Updated by Anonymous almost 15 years ago

in ZTP there is some projection issue(s).
if you use the "bleach vs crusade" hack, you can see the sun flare

Actions #8

Updated by marcus almost 15 years ago

  • Status changed from New to Work started
Actions #9

Updated by XTra.KrazzY almost 15 years ago

Quick REAL ZWW lens flare screenie for reference

Actions #10

Updated by XTra.KrazzY almost 15 years ago

Also, it's either "LENS FLARE" or "SUN GLARE". Not the other way around :P

Go search google for a "Solar Flare" and see what I mean...

Actions #11

Updated by ChaosCode almost 15 years ago

I tested this last night with latest svn. Duel core on. Still sps.

Actions #12

Updated by XTra.KrazzY almost 15 years ago

sps?

Actions #13

Updated by ChaosCode almost 15 years ago

known as spikey polygon syndrome

Actions #14

Updated by XTra.KrazzY almost 15 years ago

lol.

Actions #15

Updated by malo.sasha over 14 years ago

the problem is resolved , i don't know in which commit but i ve tested with rev 4322
and the problem is gone

Actions #16

Updated by Autoran1 over 14 years ago

Fixed in last Revs

Actions #17

Updated by sl1nk3.s over 14 years ago

hmm, no it's not fixed, the polygons don't appear anymore since r4322, but they
SHOULD appear, though not the way they did obvisouly :P

Actions #18

Updated by masterkillua123 over 14 years ago

Fixed really...use D3D plugin with the last revs and you will see a perfect sun.

Actions #19

Updated by XTra.KrazzY over 14 years ago

Not perfect. Can't see the long rays

Actions #20

Updated by Anonymous over 14 years ago

  • Category set to gfx
Actions #21

Updated by Autoran1 over 14 years ago

About long geometry rays
they were broken in 4322

Actions #22

Updated by Autoran1 over 14 years ago

Tested this a bit, and i know that issue is not common, for both Plugins it's on
their own
for OGL it was broken by changes in r4322 in
VertexManger.cpp and possibly in
VertexShaderCache.cpp and PixelShaderCache.cpp
in D3D still need to find, but i have another game that suffers from this code

Actions #23

Updated by Anonymous over 14 years ago

  • Status changed from Work started to Fixed

fixed in r4931

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