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#1 2011-04-13 23:45:32

Nintendo Maniac 64
Member
From: Northeast Ohio, USA
Registered: 2010-02-24
Posts: 92

The draw distance is shorter with OpenGL than with SoftRasterizer?

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
opengl.png

SoftRasterizer (w/o fog)
softrasterizer.png

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#2 2011-04-14 00:17:17

zeromus
Radical Ninja
Registered: 2009-01-05
Posts: 6,169

Re: The draw distance is shorter with OpenGL than with SoftRasterizer?

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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#3 2011-04-14 00:57:05

Nintendo Maniac 64
Member
From: Northeast Ohio, USA
Registered: 2010-02-24
Posts: 92

Re: The draw distance is shorter with OpenGL than with SoftRasterizer?

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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#4 2011-04-14 01:10:36

zeromus
Radical Ninja
Registered: 2009-01-05
Posts: 6,169

Re: The draw distance is shorter with OpenGL than with SoftRasterizer?

im sorry i made it sound like its an issue on your end. thats not what i meant.

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#5 2013-08-02 01:34:51

Nintendo Maniac 64
Member
From: Northeast Ohio, USA
Registered: 2010-02-24
Posts: 92

Re: The draw distance is shorter with OpenGL than with SoftRasterizer?

Apologies for the 2-year grave-dig but this still happens with the new OpenGL 3.2 renderer.

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