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As mentioned in #8276, we changed the line drawing algorithm to one that gave more accurate results in some games (by splitting lines into triangles manually instead of using native GPU lines, which aren't always available in wide versions), but apparently not in this one. Might be a bug that only happens with reversed viewports, or only with certain diagonals. Will look into it.
Actually that was quick - getting good results if I do this:
So somehow the algorithm that I feel should work to get a vector perpendicular to the line gets the sign of the y component wrong, which I don't quite understand right now. Hm.
Game or games this happens in
UCES-01011 - Echochrome
What area of the game
During in-game the lines disappear when rotating the camera.
What happens
This how looks like in Latest Build:
What should happen
This how it looks like in stable v1.12.3:
And it looks like for Vulkan v1.12.3:
GE frame capture
recording.zip
Platform
Windows
Mobile phone model or graphics card
NVIDIA GTX 1050Ti
PPSSPP version affected
Latest Builds
Last working version
Since v1.12.3-136-g17d807197
Graphics backend (3D API)
Other
Checklist
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