Update zcompression format change TODO
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@ -222,8 +222,11 @@ void ClearScreen(const MathUtil::Rectangle<int>& rc)
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void OnPixelFormatChange()
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void OnPixelFormatChange()
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{
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{
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// TODO : Check for Z compression format change
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// TODO : Check for Z compression format change
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// When using 16bit Z, the game may enable a special compression format which we need to handle
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// When using 16bit Z, the game may enable a special compression format which we might need to
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// If we don't, Z values will be completely screwed up, currently only Star Wars:RS2 uses that.
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// handle. Only a few games like RS2 and RS3 even use z compression but it looks like they
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// always use ZFAR when using 16bit Z (on top of linear 24bit Z)
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// Besides, we currently don't even emulate 16bit depth and force it to 24bit.
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/*
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/*
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* When changing the EFB format, the pixel data won't get converted to the new format but stays
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* When changing the EFB format, the pixel data won't get converted to the new format but stays
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