We could probably improve this by forcing the blend factors to something else when absdiff is used. Zero times anything is zero, so it means zero + zero. That ends up being a really unfortunate fallback in this case, because most of the texture (src) is black or zero. Have fun playing the amazing Tenchu - Shadow Assassins (Europe) game for PlayStation Portable. Unfortunately, GLES2 doesn't even support MAX, so it will simulate using src * dst + dst * src. Tenchu :Shadow Assassins Undub Type: ISO Compressed Size: 485 MB Uncompressed Size: 647 MB Pass: Download:Please login or register to. Will just cause the circular lines to be solid white, I suppose. Mali-T76x supports GLES3, so it will simulate this with max(dst, src) which is wrong, but not horribly wrong. Made something could be wrong with abs() here.Īs for slow effects DISABLED, that will be affected by GLES2 vs GLES3. Tenchu - Shadow Assassins is a Playstation Portable emulator game that you can download to your computer and enjoy it by yourself or with your friends. That being said, we've seen issues where on PowerVR devices certain math equations were calculated incorrectly. It should be simulating absdiff in the same way it's simulated on desktop (which doesn't support the more optimal method.) So when allowing the game to use buffers in its rendering and enabling slow effects, I'm not sure why it would turn white. On PowerVR and Vivante, it should be making a copy of the destination buffer (which will be slow) to attempt to do the effect manually since it's not supported by hardware. On Mali, it probably does this relatively optimally using EXT_shader_framebuffer_fetch or ARM_shader_framebuffer_fetch. Slower effects tries to simulate absdiff. The moon also uses absdiff, but for effects. If this doesn't work properly, it could easily cause the screen to be mostly black. This uses absdiff dst, src to create those dark rings.
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