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Cars - Race-O-Rama (USA) graphics problem #4112
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If you step through in the GE debugger, does it draw the white at one point? Does the vertex preview show just the left side or more of the screen (if more of the screen, would indicate a test is likely..)? -[Unknown] |
Okay, so from where I'm sitting, something is wrong with the texture at 0x042cc000. Does it ever render to a framebuffer at that address (even at the beginning of the track or etc.)? -[Unknown] |
Humm this is the log (or something related to 000cc000 depth buffer?) 15:01:473 main_thread I[G3D]: GLES\ShaderManager.cpp:146 Linked shader: vs 16 fs 65 15:01:514 main_thread I[SCEGE]: GLES\Framebuffer.cpp:785 Creating FBO for 0015e000 : 128 x 128 x 2 |
Not too sure if it is related to depth .If i do this
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Well, it would be 002cc000. 000cc000 is pretty far away. None of those are nearby, but maybe the game is doing a block transfer or something. -[Unknown] |
Probably yes 40:53:739 main_thread I[G3D]: GLES\GLES_GPU.cpp:1534 Block transfer: 0bb41be0/20 -> 041fcf00/20, 32x4x4 (0,0)->(0,0) |
Those small block transfers are probably unrelated, can you try logging only big ones (maybe where height > 64 or something)? |
Here it is height > 64 42:48:007 main_thread I[G3D]: GLES\GLES_GPU.cpp:1535 Block transfer: 0bb52b60/40 -> 04170c00/40, 64x128x4 (0,0)->(0,0) |
Looks like all of them are copying to VRAM above the framebuffers so all of those are probably just regular texture updates (the game uploads new textures to VRAM). This means that that kind of block transfer is probably not the issue. The game might be doing tricks with sceDmacMemcpy or its own manual cpu memcpy though, or something... hard to say. |
I see.Probably it is depth issue . |
Have the recent depth changes affected this? -[Unknown] |
Looks like the above issue is somehow affected by u_stencilReplaceValue . STENCIL_VALUE_UNIFORM basically return from GE_FORMAT_8888 or 4444 .Should they have different for u_stencilReplaceValue ?
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Has this changed at all with the latest framebuffer size estimation changes, and with "simulate block transfers" enabled? -[Unknown] |
Interesting. It might help to find where it got worse. -[Unknown] |
That affected by #7509 |
Interesting. What does the source texture and settings look like when it draws the white? Maybe it is now an alpha/stencil/blending issue. -[Unknown] |
Thanks. I think the other bugs fixed got us to the point where it's just the depth texturing left, and #9850 indeed represents that issue more clearly. -[Unknown] |
no matter what rendering mode i change it to nothing fixes it
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