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Shin Megami Tensei: Persona - The button outlines in the battle menu are drawn incorrectly #3871
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I think the question is ... Are these outlines exist on real PSP? |
Huh, seems like upscaling is the culprit here |
So 2x or above will have outlines issue ? i think it is all default setting and no textures up-scaling stuff turned on |
I see. Therefore , it is the internal resolution issue , right ? 1x fine but 2x or above looks bad |
Pretty much |
we could try using a bigger line thickness when resolution is higher. |
If you're talking about the bar on the top, I've already opened an issue for that: #3332 While I'm still at it, FXAA seems to be messing up the fonts and textures in a number of games: |
Hmm, makes sense. I wonder if points matter as well? Probably not so much. Could probably just set the glLineWidth once per frame or on Resized. -[Unknown] |
As I've said before, that's pretty normal. Running games at resolutions they don't expect doesn't always work flawlessly. It's possible that glLineWidth will make it look a little better though of course. |
I try in this way in GL_Resized() , not too sure if it is the correct way to do it .
@internetakias , test build here |
You should probably set it to 1 if iInternalResolution is 0, otherwise that should be okay. |
Alright . glLineWidth(g_Config.iInternalResolution == 0 ? 1 : g_Config.iInternalResolution); |
@raven02 |
@internetakias , it's a file uploaded as a jpeg to work around github's rules, rename it to zip or something. |
Unfortunately it is not supported in OpenGL ES so you will have to surround the call to glLineWidth with
I guess we should turn lines into triangles to make them fat on ES... sigh. |
I see.Will do and pull a request for it . |
I do think fatten lines into triangles would be better approach since there are quite many games have similar issues on Android that i observed . |
oh yeah. Try this quick approximation:
|
I used yres and seems to be working okay :) |
Probably it's so large OpenGL rejects it because yres will be hundreds of pixels :) |
@internetakias , can you recheck and confirm the issue fixed? |
Will do |
By the way, I haven't checked on 0.9.6 yet, but it seems like raven's fix doesn't work for Android |
Yes , the fix is for windows only since GLES not support glLineWidth |
The lines still look pretty bad in GLES in Persona 1. I'm not really sure why. Some of the lines are missing in softgpu. It seems to be some glitch or overflow, because it thinks it's being asked to draw a line from 1023,4 - 128,4 (it really should be from 0,4 - 128,4.) It's actually reading -1,4 - 128,4 from the vertex, but somehow it's wrapping that to 1023 in throughmode... hmm. As for Persona 3, there's no outline in GLES right now (any resolution), which I think may be correct (I mostly only played the console version)? The outline does show in softgpu and isn't completely awful (assuming it should be there...), although it's not perfect at all. -[Unknown] |
The outline in Persona 3 should not be there - it's antialiasing. With #9684, lines largely work in software rendering for all the above cases. As far as other backends:
Note that skip buffer effects ("non buffered rendering") essentially means increased render resolution, and both cause line width issues. -[Unknown] |
Anyone can you upload a ge dump? |
I haven't tested this, but #15076 may help. -[Unknown] |
Yeah, doesn't seem to be fixed. For one of the outlines in the menu (not battle, but seems like the same problem), it uses 5 verts for a line strip: -24,50 -> -24,32 Software rendering gets this right, but as you can see the problem is the strip has the bottom right corner slightly lower. In hardware rendering, it looks like this though: Because it goes up halfway through the line. But the software rasterizer gets it right: The red highlighted area in both cases is a triangle strip, but essentially it's a rectangle from 0,33 -> 109,50. It does seem like somehow the top line (rightward) is still going upward, not downward as it should. The slanted line is the leftward line. -[Unknown] |
Needs higher precision to change pixel at the right time. This makes the lines in Persona 1 look right, see hrydgard#3871.
As you can see in the above screenshot, the outlines adorning the buttons break at some point and become missaligned for whatever reason.
In software rendering, by the way. They don't appear at all:
Also, I'm not sure if this is related but this happens in the P3P status screen:
BR ON
BR OFF:
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