Emulator Issues #540
closedBubble effect in Super Mario Sunshine
Added by omegadox almost 16 years ago.
0%
Description
Well I hope donko see this :P. I compared the graphics on real GCN and
Dolphin. The bubbles in the ooze has this post-effect that makes them
3dish and they swirl outward. They are rendered from the copied EFB. I
want to figure out what works this effect >=O. In Dolphin you just see
this colored checkerboard pattern. As I can see, the EFB in Dolphin is
still missing some functionality.
Updated by omegadox almost 16 years ago
The problem could be that the EFB is missing a blur effect.
Updated by XTra.KrazzY almost 16 years ago
I could merge this to issue 300, but this somehow needs to be verified.
The LoZ series seems to use the EFB efficiently (As does Luigi's Mansion and SMS as
we can see)
Updated by XTra.KrazzY almost 16 years ago
I looked at some documentation and found that between the EFB and the XFB, with the
exception of gamma correction and color value clamping, there is no filtering.
omegadox: You don't have to wait for donko to notice this, just Cc ;)
Updated by ekshenman almost 16 years ago
Maybe this is not this issue but...
I have problem with bubbles in Mario Party 4 in r2046 adn r2037:
http://heroesworld.narod.ru/mario_part_4_2.JPG
I will search when this issue happen...
Updated by omegadox almost 16 years ago
Thanks XK, I forgot about Cc :P
@ ekshenman: This has nothing to do with the bubbles in MP4, those are just shaded
textures. The Bubbles in SMS are drawn from the copied EFB and they use some sort of
post-effect blur to mix the 4 colors in the bubble together.
Updated by XTra.KrazzY almost 16 years ago
omegadox: Wow you really love this Cc thing :)
Updated by omegadox almost 16 years ago
Solves all our problems ;D. Maybe it can somehow fix Dolphin for us ;P.
Updated by ekshenman almost 16 years ago
omegadox: yep. But in MP4 this is problem too:)
Updated by omegadox almost 16 years ago
Play with safe cache option, but I got them to work ok for me, but issue is not for MP4.
Updated by federelli almost 16 years ago
Would it be fine if i opened an issue to fix the fact that you can't clean the goo?
Anyone know what i mean? it makes the game hard to play.
Updated by omegadox over 15 years ago
There is a change that the game uses mipmapping tricks to do the blurring effect of
the bubbles.
Updated by skidau about 14 years ago
Issue 3430 has been merged into this issue.
Updated by Anonymous almost 14 years ago
Please respond if this issue is still valid, or it will be closed.
Updated by WMRPoker almost 14 years ago
afaik its still valid... was there a commit lately, that should have fixed it?
Updated by Anonymous over 13 years ago
- Status changed from New to New
Ignore this...Status:GameIssue was removed, moving to New
Updated by Autoran1 almost 13 years ago
These bubbles have IA8 format, and to me it looks like mirroring issue, before the mirroring was fixed i have the same looking icons in Wii Menu
Updated by NeoBrainX almost 13 years ago
For reference, the bubbles don't have an IA8 format...
The bubbles are created using RGB5A3 EFB copies which can be proven by disabling those (the bubbles won't appear then). The EFB copies get reused as RGB5A3 textures lateron.
Updated by NeoBrainX almost 13 years ago
Uhm, sorry I need to correct myself - they're actually RGB565 EFB copies which are used as RGB565 textures.
Fwiw, the source EFB rectangle is 640x448 which is being scaled down to 320x224.
Updated by WMRPoker almost 13 years ago
So, is there a way fix the bubbles now, Neo?
Updated by NeoBrainX almost 13 years ago
.. if I knew where the problem is, I would've said so.. ;P
Updated by nitsuja- almost 13 years ago
Here's my guess: The pixel shader used to render those bubbles is simply using the wrong texture coordinates for sampling from the copied EFB texture. The reason it looks like a checkerboard is that it's incorrectly sampling around the corner of the texture, so you're seeing colors from all 4 corners of the screen in the bubble. If the texture coordinates were correct, you would instead see colors coming from near where the bubble is onscreen.
Updated by MofoMan2000 almost 13 years ago
That's always possible but not entirely likely, I don't think. A texture coordinate of -1 might wrap around to the other side of the texture, but more often than not I find that kind of crap throws an error.
Updated by nitsuja- almost 13 years ago
I don't think texture wrapping can throw an error... the exact coordinates aren't known until the pixel shader runs, and pixel shaders don't have time to be checking and throwing errors like that. And it's quite possible that the sample mode is set to wrap instead of clamp in this case. You can easily verify that the 4 colors in the bubble are coming from the corners of the screen by moving the camera around while bubbles are visible.
Updated by Anonymous almost 13 years ago
i've not tried to move the camera around, is it coming from viewable area or not? perhaps it is meant to sample from an area of the framebuffer which is meant to be offscreen or not displayed at all. (many effects work like this already, so it's doubtful...)
Updated by NeoBrainX almost 13 years ago
It's sampling the whole visible scene before the goop and HUD is getting drawn.
Updated by Billiard26 almost 12 years ago
- Issue type set to Bug
- Category set to gfx
Updated by Autoran1 almost 12 years ago
Tried the bubbles on software
so here it is
http://i5.minus.com/iZ4ivIaDE1qXL.jpg
Pretty invisible, but this is the way they're supposed to be
Updated by Billiard26 almost 12 years ago
- Status changed from New to Accepted
Fifo log demonstrating issue: http://ge.tt/8HX3CcY/v/0?c
Like others said, it works with software renderer.
Updated by NeoBrainX about 11 years ago
For reference, the shader that is being used in OGL is http://pastie.org/private/jjt5qzj5odlcwdytanbva . Most importantly, "tevcoord.xy = wrappedcoord + indtevtrans0;" is causing problems. If I force indtevtrans0 to zero, the bubbles show up fine. Given that the software renderer uses 24 bit values for the final texture coordinate, I guess this is once again a failure to properly emulate the bitness of intermediate values.
Updated by NeoBrainX about 11 years ago
- Status changed from Accepted to Work started
http://i1104.photobucket.com/albums/h325/no_cluez/dolphin-sms-bubbles_zps0f5788da.png
Will be fixed after 4.0.
Updated by NeoBrainX over 10 years ago
- Status changed from Work started to Fixed
Fixed in commit a9a8c730748b (tev_fixes_new).