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(maybe 0.94) 0.95 and SVN 3227 x86
Hi, in Zelda Spirit Tracks the draw distance fog does not work with OpenGL. Also when Link gets frozen a speech bubble appears indicating that you need to rub the stylus side to side to free him. With OpenGL the animation appears behind the solid white speech bubble (can see the edges of the animation around the edges of the white bubble) while with Software Rendering it appears on top.
Last edited by Franpa (2020-08-30 15:17:31)
Computer specifications:
Windows 10 x64 | Ryzen 3700X | ASUS Crosshair Hero VIII (WiFI) Motherboard | 16GB 3600MHz RAM | Nvidia Geforce 1070Ti
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(maybe 0.94) 0.95 and SVN 3227 x86
Hi, in Zelda Spirit Tracks the viewing distance fog does not work with OpenGL. Also when Link gets frozen a speech bubble appears indicating that you need to rub the stylus side to side to free him. With OpenGL the animation appears behind the solid white speech bubble (can see the edges of the animation around the edges of the white bubble) while with Software Rendering it appears on top.
If I understand correctly, then opengl is not capable of doing fog:
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Why do you think we made the software rasterizer? Use it instead.
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If it is a bug in your implementation or the drivers I am using then say so, otherwise add an entry to the FAQ stating that the hardware accelerated rendering engine is not being updated/maintained anymore and that everyone should use the Software Rasterizer.
The link lbalbalba provided confirms the OpenGL renderer is not being maintained anymore so maybe add that piece of info to the FAQ?
Computer specifications:
Windows 10 x64 | Ryzen 3700X | ASUS Crosshair Hero VIII (WiFI) Motherboard | 16GB 3600MHz RAM | Nvidia Geforce 1070Ti
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If it is a bug in your implementation or the drivers I am using then say so, otherwise add an entry to the FAQ stating that the hardware accelerated rendering engine is not being updated/maintained anymore and that everyone should use the Software Rasterizer.
The link lbalbalba provided confirms the OpenGL renderer is not being maintained anymore so maybe add that piece of info to the FAQ?
If I understand correctly, it is not a 'bug' in any implementation, it's just that the opengl standard spec does not allow for 'fog', period, nevermind the implementations.
As for the FAQ:
http://wiki.desmume.org/index.php?title … is_missing
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lbalbalba, you understand incorrectly.
franpa, this isn't a frequently asked question. Most people are satisfied with dogmatic proclamations to switch to software rasterizer.
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lbalbalba, you understand incorrectly.
Ah ? So in theory, 'fog' could be implemented correctly in desmume using opengl as well ? (If you go through the trouble of correcting me, please let me know what facts I have got wrong and state the corrects ones please
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opengl supports fog. it would be hard to wrestle it into submission to emulate the ds fog. opengl also supports pixel shaders which could probably be used to do more accurate fog with opengl.
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