12-03-2009, 06:58 AM
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 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]