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Flip texcoord vertically when texturing from FBO to compensate for Op…
…enGL coordinate systems
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Original file line number | Diff line number | Diff line change |
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@@ -101,5 +101,6 @@ class TextureCache | |
u16 *clutBuf16; | ||
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||
int lastBoundTexture; | ||
float maxAnisotropyLevel; | ||
}; | ||
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Few issues in HW mode since this commit.
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Thanks for testing. A crash is a little surprising, but this is the kind of fix that will break many things that have "worked accidentally" until now...
I still can't figure out a good way to estimate the correct size for the FBO:s we create...
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It is first time i seen crash with either HW/SW T&L .I will do more testing when i back home tonight .
However , inverted and oversized FBO issue indeed fixed :)
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The bottom part of screen in games that were inverted is not displayed correctly:
Tested Harvest Moon and Dragoneers Aria.
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yup, I know. Also the screen is slightly cut off on the rightside.
It looks like it's rendering to 512x256 rather than 480x272?
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Yes, you're right, it may be 512x256, however the total number of pixel displayed seems the same.
Here a comparison between jpcsp and ppsspp.
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Humm the w and h return both 512 for this game .
59:28:508 GLES\TextureCache.cpp:713 N[G3D]: w=512, h=512
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I tried to set the width and height to fixed value which is 480 and 272 respectively and with transformed[index].v = 1.0f - transformed[index].v , then render correct .
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With the above changes ( i'm sure not 100% correct ) , fix Super Robot Taisen MX , RR2 and Dissidia Final Fantasy
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Hardcoding 480 and 272 will probably work for many games but isn't really "correct". I have another idea which should have the same results, stay tuned.
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yep , like the bloom effect of FF type-0 will be incorrect . Looking forward to your implementation