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Emulator Issues #2767

closed

Native Mips Problem

Added by inseparables42 almost 14 years ago.

Status:
Fixed
Priority:
Normal
% 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

What steps will reproduce the problem?
1.Load Zelda Twilight Princess (OpenGL or Direct 3D)
2.Native Mips doesn't work in Direct 3D and are Broken in Open GL

What is the expected output? What do you see instead?

Normally , there are ray of light with native mips enable
Dolphin version with the problem? Other Dolphin version without the
problem?

32-bit or 64-bit and any other build parameters?

I use Rev 5619 64bits

OS version and versions of tools/libraries used?

I use Windows Seven
Please provide any additional information below.

Actions #1

Updated by rodolfoosvaldobogado almost 14 years ago

  • Status changed from New to Work started

you are right will solve in my next commit

Actions #2

Updated by rodolfoosvaldobogado almost 14 years ago

can you determine the exact revision that broke native mips in opengl?

Actions #3

Updated by inseparables42 almost 14 years ago

i don't know what rev has broken the native Mips in openGL and DirextX sorry . I
don't test all rev one in one.

Actions #4

Updated by pauloconstanca almost 14 years ago

Ok, I don't know if this is the same thing.
I've been testing revisions now too, because something between R5614 and 5618 broke
some games, like Sonic and the black knight, where textures are over-placed in front
of others and they should. For example, there is this blue sparky thing (speed pad),
and if you get behind a enemy, you should´t see it, but you see it anyway, same thing
with smoke, etc.

But as far as I've seen in the code, the problem is or in R5614 ou in R5616, because
R5613 and older are working fine.

Actions #5

Updated by pauloconstanca almost 14 years ago

Oh, and forgot to say: The game just crashes in OpenGL at start, even in R5612m that
works like a charm in Direct 3D .

Actions #6

Updated by Hefran64 almost 14 years ago

This has been fixed in r5629.

Actions #7

Updated by rodolfoosvaldobogado almost 14 years ago

  • Status changed from Work started to Fixed
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