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I was playing around with anti-aliasing in DeSmuME via the OpenGL renderer in Mario Kart DS. I started doing screenshot comparisons between the OpenGL with AA vs Soft w/o AA on Rainbow Road when I noticed that, compared to SoftRasterizer w/o fog, the draw distance of OpenGL was shorter (even with AA disabled).
OpenGL
SoftRasterizer (w/o fog)
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its conceivable that there is an error which makes it only use half the clip volume. try studying the z coords and comparing them to legal opengl clip volume values (this would have something to do with nds using 0..1 range and opengl using -1..1 perhaps, i can never keep this stuff straight) and try adjusting it near where glVertex gets called. thats all ive got for you without debugging it in detail
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That makes it sound like it's an issue on my end. Can you not reproduce it on your hardware or something?
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im sorry i made it sound like its an issue on your end. thats not what i meant.
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Apologies for the 2-year grave-dig but this still happens with the new OpenGL 3.2 renderer.
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