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Make "cubemastah.elf" work.
Posted on 2005-10-01 00:00:00 |
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Finally got the depth testing (z-buffering) to work. Apparently, with OpenGL, big values for the near and far clipping planes will make the z value of a pixel to go towards 0 and since this demo used a "greater" condition for testing it was making all the pixels fail. I'm using a value of -65535 for now for the far clipping plane position even though the GS supports 32-bits values for the z component. If bigger values start to appear in other programs, I'll have to do something else, but for now, this will do the job.
I also found out why depth testing was disabled one frame out of two. It was caused by a bug with the recompiler that prevented instructions in the delay slot of branching instructions that appear at the start of a block to be executed. Fixed that. Here's the final result: This should be all for this demo. I also tested the previous ones and none seemed to be broken by the new additions/fixes. I also found another demo that was working while playing around with the program: It's nothing surprising though since this demo was written by the same author as the Cube Mastah demo. Next I'll try to use a demo that uses either the VU or the IOP for added challenge. |