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PosS16Through: Treat Z as unsigned. #5428
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Wonder if this will help Phantasy Star Portable 2.. Proceeds to try it.. |
Probably not unless you also add Unknown's little Z hack? (z += 0.00001 in the vshader) |
Do I just add it anywhere in GenerateVertexShader? Sorry for going off-topic, I won't post anymore about it after this. :) |
Try adding this on line 367 (after gl_Position = u_proj_through * vec4(position.xyz, 1.0);)
and possibly vary the amount of zeroes, heh. |
Unfortunately, it didn't help, so that game's issue is elsewhere. Thanks. |
I also tested #4836 as it has similar depth issue but didn;t help yet |
May I ask a Noob question, What does this do in terms of fixing? |
It may fix some depth issues, if we were interpreting the Z values given by the game wrong. |
Sorry you will have to put into simpler terms LOL, I am that Noobish. |
Yeah, pretty much. There are no graphics layers on the PSP though, things are sorted by depth buffer (google it). |
Looks good to me. -[Unknown] |
@unknownbrackets This takes care of both the JITs as well.