Emulator Issues #6467
closedMega Man Network Transmission: Special Effects Broken on OpenGL
0%
Description
Game Name - Mega Man Network Transmission, GREE08
What went wrong?
Basically, a lot of the special effects are missing on D3D9, and on OpenGL they're displayed as rectangles that barely work. D3D11 shows everything perfectly. No options at all effect things, and I had all back-ends on EFB2Ram since this game is a lightweight. IR was tested on 1x and 2x, as well safe texture cache.
D3D9 Spawn in: http://i.imgur.com/bZ1LzcT.jpg
D3D9 Flame Effects: http://i.imgur.com/NaCJCyB.jpg
OpenGL Spawn in: http://i.imgur.com/Dci6pq6.jpg
OpenGL Flame Effects: http://i.imgur.com/KtM8ndy.jpg
Working/D3D11 Spawn in: http://i.imgur.com/PJuEyqR.jpg
Working/D3D11 Flame Effects: http://i.imgur.com/qfqUJbj.jpg
You'll notice that some effects, like the foreground floating ashes, are completely missing in OpenGL/D3D9 as well. Some effects sort of render, but it's not accurate at all.
I tested this from 3.5 to 3.5-1729 with no change in behavior. All the back-ends performed the same.
My computer is a Core i5 3570K with a GTX 760 and 8GB of ram, running windows 7 64 bit.
Because the fifo-logs kill the background, I just got one showing the fireman's flame effect. It works really well in showing the differences in the effects: http://www.mediafire.com/download/henbvvu2alzn379/NetworkTransmissionFiremanHeat.dff
Updated by JMC4789 over 10 years ago
- Status changed from New to Accepted
- Issue type set to Bug
- Category set to gfx
I forgot to show how the Fifo-player shows the glitches in my original report. It breaks some things, but still shows the flame effects in each backend.
The images are D3D9, D3D11, and OpenGL respectively.
http://imgur.com/eqCeAOb,Kca3pKS,uuACbkE#0
[Apparently confirmed on another computer via fifo for these to exist]
Updated by JMC4789 over 10 years ago
Degasus told me this was a line width emulation issue.
D3D9 was removed, so this is just an issue on OpenGL now.
Updated by degasus over 10 years ago
To be more accurate, it's because of
bpmem.texcoords[i].s.point_offset
This could also be emulated without geometry shaders (gl_Position), but geometry shaders are the way to go.