Need help ZeroGS coding.
#1
As someone of you know, ZeroGS have transparency problem at some games, as SMT:Nocturne, SMTLaughigital 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.


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#2
Use gsdx for nocture it's much better. The only problem with gsdx in the game is that hour shadow will sometimes over lap your feet.
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#3
It is impossible. For unknown reason (joke) Gabest does not use portable open-source graphic API, rather proprietary closed source one.
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#4
Ahh you're on linux aren't you?
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#5
(02-07-2009, 09:02 AM)dralor Wrote: Ahh you're on linux aren't you?
No, he is a developer.
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#6
Zeydlitz is not one of the developers...

... though his patches are interesting quite often XD
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