SoftRasterizer:

- Revert the z-depth calculation in r5191, since this fails to draw units properly in Advance Wars: Days of Ruin when running on big-endian systems.
This commit is contained in:
rogerman 2016-02-18 22:55:19 +00:00
parent 3c710f33dd
commit 782b60b824
1 changed files with 5 additions and 2 deletions

View File

@ -576,8 +576,11 @@ public:
u8 &dstAttributeIsTranslucentPoly = this->_softRender->_framebufferAttributes->isTranslucentPoly[fragmentIndex]; u8 &dstAttributeIsTranslucentPoly = this->_softRender->_framebufferAttributes->isTranslucentPoly[fragmentIndex];
// not sure about the w-buffer depth value: this value was chosen to make the skybox, castle window decals, and water level render correctly in SM64 // not sure about the w-buffer depth value: this value was chosen to make the skybox, castle window decals, and water level render correctly in SM64
// hack: when using z-depth, drop some LSBs so that the overworld map in Dragon Quest IV shows up correctly //
const u32 newDepth = (gfx3d.renderState.wbuffer) ? u32floor(4096*w) : DS_DEPTH15TO24( u32floor(z*0x7FFF) ) & 0x00FFFFFC; // When using z-depth, be sure to test against the following test cases:
// - The drawing of the overworld map in Dragon Quest IV
// - The drawing of all units on the map in Advance Wars: Days of Ruin
const u32 newDepth = (gfx3d.renderState.wbuffer) ? u32floor(4096*w) : (u32floor(z*0x7FFF) << 9);
// run the depth test // run the depth test
if (polyAttr.enableDepthEqualTest) if (polyAttr.enableDepthEqualTest)