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Fix various issues with zfreeze implemntation.
Results are still not correct, but things are getting closer.
* Don't cull CULLALL primitives so early so they can be used as reference
planes.
* Convert CalculateZSlope to screenspace coordinates.
* Convert Pixelshader to screenspace coordinates (instead of worldspace
xy coordinates, which is totally wrong)
* Divide depth by 2^24 instead of clamping to 0.0-1.0 as was done
before.
Progress:
* Rouge Squadron 2/3 appear correct in game (videos in rs2 save file
selection are missing)
* Shadows draw 100% correctly in NHL 2003.
* Mario golf menu renders correctly.
* NFS: HP2, shadows sometimes render on top of car or below the road.
* Mario Tennis, courts and shadows render correctly, but at wrong depth
* Blood Omen 2, doesn't work.
This commit is contained in:
@@ -145,6 +145,10 @@ void VertexManager::vFlush(bool useDstAlpha)
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CalculateZSlope(stride);
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}
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// if cull mode is CULL_ALL, ignore triangles and quads
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if (bpmem.genMode.cullmode == GenMode::CULL_ALL && current_primitive_type == PRIMITIVE_TRIANGLES)
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return;
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// Makes sure we can actually do Dual source blending
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bool dualSourcePossible = g_ActiveConfig.backend_info.bSupportsDualSourceBlend;
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