Menu and Text will not show up
#91
Update with these settings...
Quote:Kernel 3.13.0-031300-generic
Mesa DRI Intel® Sandybridge Mobile
3.1 (Core Profile) Mesa 10.1.0-devel
Same story: texts not showing up in menus of Itadaki Street 3 (although it seems they are printed underneath), and no printed graphics for the squares of the board of Dragon Quest & Final Fantasy in Itadaki Street Special
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#92
Hum, I know there is a bug on GSdx (ogl) that miss some text. I have a testcase but I didn't have time to debug it.
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#93
I had missing text issue before on linux version with Dragon Quest 8. I solved it by running in software mode, set extra rendering threads to 1.
OS: Linux Mint 17.2 64 bit (occasional Antergos/Arch user)
(I am no longer a Windows user)
CPU: Intel Pentium G3258
GPU: Nvidia GTX 650 Ti



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#94
(01-28-2014, 02:01 AM)DaTankAC Wrote: I had missing text issue before on linux version with Dragon Quest 8. I solved it by running in software mode, set extra rendering threads to 1.

Thanks for all. I am afraid this time it doesn't solve the issue.
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#95
SW rendering must be correct. I will see this weekend, if I can fix the bug of missing text in my (xenosaga) GSdx testcase.
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#96
I'm still on it. But so far it seem it is an issue with depth precision (HW renderer). There is logz option on GSdx.ini maybe you could try to toggle it. I reallly don't know why the GL don't have same accuraccy as DX.
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#97
This is the GSdx.ini that I have and comes by default (no logz thing):
Code:
ModeHeight = 480
ModeWidth = 640
ShadeBoost = 0
ShadeBoost_Brightness = 50
ShadeBoost_Contrast = 50
ShadeBoost_Saturation = 50
UserHacks = 0
UserHacks_AlphaHack = 0
UserHacks_HalfPixelOffset = 0
UserHacks_MSAA = 0
UserHacks_SkipDraw = 0
UserHacks_SpriteHack = 0
UserHacks_TCOffset = 0
UserHacks_WildHack = 0
aa1 = 0
aspectratio = 1
condvar = 1
debug_ogl_shader = 1
dump = 0
extrathreads = 1
fba = 1
filter = 0
fxaa = 0
interlace = 0
mipmap = 1
msaa = 0
nativeres = 0
ogl_vertex_subdata = 1
override_GL_ARB_bindless_texture = -1
override_GL_ARB_buffer_storage = -1
override_GL_ARB_clear_texture = -1
override_GL_ARB_explicit_uniform_location = -1
override_GL_ARB_gpu_shader5 = -1
override_GL_ARB_multi_bind = -1
override_GL_ARB_separate_shader_objects = -1
override_GL_ARB_shader_image_load_store = -1
override_GL_ARB_shader_subroutine = -1
override_GL_ARB_shading_language_420pack = -1
override_GL_ARB_texture_storage = -1
override_geometry_shader = -1
paltex = 0
renderer = 13
resx = 1024
resy = 1024
save = 0
saven = 0
savez = 0
shadeboost = 1
shaderfx = 0
upscale_multiplier = 2
vsync = 0
windowed = 1

Thanks.
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#98
Very strange, try to add it.
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#99
(01-31-2014, 03:33 PM)gregory Wrote: Very strange, try to add it.

I tried adding "logz = 0", and then "logz = 1", also "logz = -1", to the end of GSdx.ini file, is that it?
I got no result.
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I don't understand why you don't have the option logz, legal value are 0 (disabled) and 1 (enabled/default). Anyway I think I have found the issue of depth. Could you please test latest svn (5860)?
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