mirror of https://github.com/PCSX2/pcsx2.git
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 :)
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@ -234,8 +234,9 @@ void GSRendererOGL::EmulateZbuffer()
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max_z = 0xFFFFFF;
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max_z_flt = 0xFFFFFE;
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} else {
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// I don't understand why but it seems 0xFFFF becomes 65534.0 in m_vt.m_min.p.z
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max_z = 0xFFFF;
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max_z_flt = 0xFFFF;
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max_z_flt = 0xFFFE;
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}
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// The real GS appears to do no masking based on the Z buffer format and writing larger Z values
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