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Graphical glitch in Kyoukaisen-jou no Horizon #6328

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daniel229 opened this issue Jun 15, 2014 · 11 comments
Closed

Graphical glitch in Kyoukaisen-jou no Horizon #6328

daniel229 opened this issue Jun 15, 2014 · 11 comments

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@daniel229
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Since unknownbrackets@4b978ed

02

before
01

@unknownbrackets
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And the before is how it ought to look, right? What blending mode is it using?

-[Unknown]

@daniel229
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It should be like this
201406150009_001

saw two blending mode
01
02

@unknownbrackets
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And, if you add return false; after bool ShouldUseShaderBlending() {, it works like before, right? What if you add return false; under case GE_SRCBLEND_DOUBLESRCALPHA:?

It almost seems like it's drawing the wrong texture or wrong part of it now... weird.

-[Unknown]

@daniel229
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either return false in bool ShouldUseShaderBlending() { or case GE_SRCBLEND_DOUBLESRCALPHA: it make the screen like before.

@daniel229
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another screens compared
03
201406150013_001

@unknownbrackets
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What if you replace "vec3(v.a * 2.0)" (both) with "clamp(vec3(v.a * 2.0), 0.0, 1.0)"? What if you use "vec3(v.a)"?

-[Unknown]

@daniel229
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with "clamp(vec3(v.a * 2.0), 0.0, 1.0)" or with "vec3(v.a)" both like this
04

@unknownbrackets
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Does it change at 1x render? It seems like even using shader blending screws up the texture. I guess it must be drawing twice to draw the texture, and then the white of the bg or something? Maybe the issue is becaues these overlap and are combined into a single drawcall...

But, no, they'd have different textures... hmm.

-[Unknown]

@daniel229
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No difference between 1x and others

@daniel229
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fixed in #6350
06

@unknownbrackets
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Cool, I think it was drawing with overlap or something, which the blitting method doesn't support.

-[Unknown]

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