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Full Version: A hint/patch about the gsdx dx9 hw z-buffer problem
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First thanks for all the pcsx2 developers.
I don't know if this is the correct place to post this, if not , forgive me.
I found that if I use gsdx dx9 hw mode, the game "Super Robot War Alpha 3' have a z-buffer problem that some layer is always behind another. I tried many way to solve this. finally I found that if I put this line to the 'vs_main' function in file 'tfx.fx', the problem disapeared:

input.p.z = fmod(input.p.z, 0x400000);

I tested 0x10000,0x100000 and 0x800000, it seems 0x400000 is the best value.

I just think if this is a hint to the developers to completely solve the z-buffer problem in gsdx dx9 hw mode.

PS:
org.jpg: default code
22bit-z.jpg: set input.p.z to fmod(input.p.z, 0x400000)
org.jpg
[attachment=22111]
22bit-z.jpg
[attachment=22112]
I think I am wrong place, I will post this to Plugins forum.
is that a *.pnach file???
i'm interested on your project can you provide us a *.pnach file attachment
(12-03-2009, 07:36 AM)tallbender Wrote: [ -> ]is that a *.pnach file???
i'm interested on your project can you provide us a *.pnach file attachment
No, it is a patch(in fact, a hack) for source code
it fix the super robot war games , but break some others.
you can get the tfx.fx to build it by yourself
or use my dll file.
It won't be accepted if it just fixes some games and breaks others. Unless you can prove this is the way it's meant to work (which is very doubtful since it breaks games)