From 5c7e2432bd93ac5c935374734abdeb348c8e92de Mon Sep 17 00:00:00 2001 From: Gregory Hainaut Date: Mon, 15 Aug 2016 11:38:07 +0200 Subject: [PATCH] gsdx-ogl: improve alpha test for GTA vice city (letters) I don't understand why but it seems depth is rounded down even in 16 bits. So uses 0xFFFE to enable ate_all_color_then_depth in 16 bits format too :) --- plugins/GSdx/GSRendererOGL.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/plugins/GSdx/GSRendererOGL.cpp b/plugins/GSdx/GSRendererOGL.cpp index 827069d39d..10becb7d91 100644 --- a/plugins/GSdx/GSRendererOGL.cpp +++ b/plugins/GSdx/GSRendererOGL.cpp @@ -234,8 +234,9 @@ void GSRendererOGL::EmulateZbuffer() max_z = 0xFFFFFF; max_z_flt = 0xFFFFFE; } else { + // I don't understand why but it seems 0xFFFF becomes 65534.0 in m_vt.m_min.p.z max_z = 0xFFFF; - max_z_flt = 0xFFFF; + max_z_flt = 0xFFFE; } // The real GS appears to do no masking based on the Z buffer format and writing larger Z values