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Emulator Issues #3454

closed

Star Wars The Force Unleashed: Broken Character Lighting and Shading since r2971

Added by Hefran64 over 13 years ago.

Status:
Fixed
Priority:
Normal
Assignee:
-
% 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. Run Star Wars The Force Unleashed using OpenGL or Direct3D9 graphic plugins.
  2. Enter Duel or Story mode.

What is the expected output? What do you see instead?
Dynamic lighting and shading effects on character models are broken on hardware plugins (see attached images). The software renderer produces a correct image.

Dolphin version with the problem? Other Dolphin version without the
problem?
The last build which displayed correct Lighting AND Shading on Hardware plugins was r2971.

OS version and versions of tools/libraries used?
Tested on Win XP and Win7 x64, using Nvidia GeForce GTX 275 with latest drivers.

Please provide any additional information below.
The shading and lighting effects were broken by the texture scaling changes in r2972. Character shadows and shine effects have been broken since then.

Actions #1

Updated by hatarumoroboshi over 13 years ago

Have you tried to set in the graphic plugin EFB scale to "integral" instead of "fractional"? (In Force Unleashed 2 doing so results in no graphic glitches)

Actions #2

Updated by Hefran64 over 13 years ago

Thanks for the tip, but this is an issue with texture handling in hardware plugins, and has little to do with EFB.
It was introduced in r2972, which was committed long before EFB scaling was implemented.

Actions #3

Updated by Xtreme2damax over 13 years ago

Judging by how long ago that commit was, are you sure the current behavior isn't the correct behavior? Have you tried verifying against the real hardware to verify whether or not this is actually a bug?

Top screenshot is way too dark, so I would reckon the current implementation is more correct.

Actions #4

Updated by donkopunchstania over 13 years ago

  • Status changed from New to Fixed

This issue was closed by revision r6504.

Actions #5

Updated by Xtreme2damax over 13 years ago

Okay, looks like I was wrong about it possibly being more "correct". Nice to see another issue nailed.

Actions #6

Updated by Hefran64 over 13 years ago

Indeed it has been fixed. Thanks again donko!

Actions

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