So godray is mipmap. Potentially it is like nocturne, it requires some bit accuracy on texturing.
@Parotaku
Yes CRC setup is quite confusing. If you want to test a game, I suggest several level of CRC. All CRC that are known to be fixed in openGL are moved in the full level. But the partial level still contains some CRC that are potentially fixed.
I pushed a fix for the sea/sky mess. I didn't fix the small depth error. It isn't bit accurate but I'm not sure we need it. I don't like the impact on the perf for nothing.
09-19-2016, 01:09 PM (This post was last modified: 09-19-2016, 01:11 PM by FlatOut.)
The sky and sea look great again! There's still a line left that's usually associated with a half-screen issue, but I haven't seen a half-screen issue. GS Dump example of line: [attachment=61013]
Not only white lines in the rooms geometry but white shimering halos like around trees & horsemen in the intro and in other places...
Here's a dump from the intro...
09-29-2016, 07:15 PM (This post was last modified: 09-29-2016, 07:15 PM by Parotaku.)
No, in native resolution hardware (and software too, of course) , the white halos & white lines are not here...
And, yeah, you're right about the god-rays... they're not fully fixed: the sun rays in the intro sometime flicker in hardware, but are continuous with software rendering...