02-06-2009, 10:03 PM
As someone of you know, ZeroGS have transparency problem at some games, as SMT:Nocturne, SMT
igital Devil Saga 1 & 2 and some others. That trouble is occurred with depth targeting for PSMT32Z type textures, and it could be solve by disabling depth updates for this textures (in targets.cpp function ZeroGS::CDepthTarget::Update), but then shadow become overlapping person figurine (I think at recent GSDX there is same picture, but shadow made more correctly, so it's more eye candy).
The trouble is that I could not reverse a depth target order correctly, so all I could -- do a weird hack. Maybe someone more clever than me could check this issue and made some hints? I don't want to propose a patch before proper problem solution.

The trouble is that I could not reverse a depth target order correctly, so all I could -- do a weird hack. Maybe someone more clever than me could check this issue and made some hints? I don't want to propose a patch before proper problem solution.