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Persona 2 Innocent Sin's UI lines don't work at all resolutions #3332
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I noticed it too, but it seems like such a minor issue, considering that it does not affect the playability of the game one way or the other, as compared to the massive transparency issue it had previously which was resolved thanks to @hrydgard Thanks for the report anyway, this one will take time to fix. |
I think it may be related to scissor . I may be wrong . Is this tested with latest build ? |
Yes, both my PC and Galaxy S3 are using the latest build |
Can you a bit older version of it ? v0.9.1-15-g1ea0cd0 (which is before the scissor fix) |
It is funny .They are exactly reversed among Android and PC version . Really not much idea what is real cause ..... |
Should I try attaching a framedump? Would it help any? |
Btw , we can see the rendering of 'Normal' is also different even stripes are correct . |
That would be helpful .Will check it out. |
1 similar comment
That would be helpful .Will check it out. |
@internetakias , just wonder which version you are able to reproduce the difference between rendering mode ? as i cannot reproduce it . |
v0.9.1-131-g2d89323 64 BIT |
Just tested it out on the 32 bit build, and couldn't notice anything different. |
Adventures To Go! (which is nowhere as good as a Persona game) also has the "too dark" issue. -[Unknown] |
Humm i just tried v0.9.1-131-g2d89323 64 bit , also cannot see the difference .Strange. |
Hmm... Maybe it has to do with the graphics card? I have an AMD Radeon HD 6770. Also, all modes of buffered rendering produce the same result, FYI. |
It looks fine on PC, haven't checked on my GS3 yet, though. |
For me, this makes it look much more correct on all resolutions: void FramebufferManager::SetLineWidth() {
#ifndef USING_GLES2
glEnable(GL_LINE_SMOOTH);
if (g_Config.iInternalResolution == 0) {
glLineWidth(std::max(1.0f, (float)(PSP_CoreParameter().renderWidth / 480.0f)) + 0.5f);
glPointSize(std::max(1.0f, (float)(PSP_CoreParameter().renderWidth / 480.0f)));
} else {
glLineWidth((float)g_Config.iInternalResolution + 0.5f);
glPointSize((float)g_Config.iInternalResolution);
}
#endif
} Lines are pretty uncommon. I wonder if we should/can redo them as polygons to try to get the width more correct... -[Unknown] |
We can, of course, the same way we deal with rectangles: Software transform them to screen space, then tesselate (make triangles) manually. I don't think it's very well defined what to do at corners of line strips though, the PSP doesn't care about the corner style because there are no more-than-one-pixel-wide lines on it. |
Yeah, this is an oldie but goodie. Will be fixed if we ever implement #8276 ... |
I haven't tested this, but #15076 may help. -[Unknown] |
Ah I see, oh yeah, the hatched backgrounds are way better indeed. |
We want it to consistently go down and right. This improves Persona 2 UI significantly (see hrydgard#3332.)
Just to clarify status after that last change, here's a frame dump: #3332_ULUS10584_persona2_lines.zip GLES/Vulkan (they're pretty much the same): As noted in #15091, the diagonal lines are still too think. -[Unknown] |
When BR's off the stripes that make up the backgrounds of certain UI elements are being spaced out correctly.
When any form of BR is turned on however, the spacing gets messed up, causing certain stripes to be spaced further away from each other.
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