tag:blogger.com,1999:blog-3684028292581698421.post554434066888978114..comments2023-08-12T17:37:14.939+07:00Comments on GLideN64: Rendering in Low Level Emulation mode. Part IIgonetzhttp://www.blogger.com/profile/08505275620490166369noreply@blogger.comBlogger5125tag:blogger.com,1999:blog-3684028292581698421.post-61035111850252715832019-11-10T06:51:29.559+07:002019-11-10T06:51:29.559+07:00This comment has been removed by a blog administrator.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-3684028292581698421.post-44493589938848468822019-11-06T04:22:25.684+07:002019-11-06T04:22:25.684+07:00It's probably not an issue of insufficient pre...It's probably not an issue of insufficient precision, but an issue of incorrect rounding/truncation (aka, too much precision).<br /><br />I suspect it is possible to calculate the correct vertex values to force OpenGL to produce bit-accurate results (which you could check with unit tests comparing the output of your rasterizer angrylion) but the math might get a bit involved. And math isn't my strong point.Unknownhttps://www.blogger.com/profile/07338871092504124645noreply@blogger.comtag:blogger.com,1999:blog-3684028292581698421.post-41401844236772856132019-11-05T11:06:53.810+07:002019-11-05T11:06:53.810+07:00I agree that gaps between polygons most likely cau...I agree that gaps between polygons most likely caused by insufficient precision in vertex coordinates calculations. I don't see how that precision can be increased.<br /><br />As for depth issues, I hope that the source of that problem is somewhere else. Otherwise it hardly will be fixed.gonetzhttps://www.blogger.com/profile/08505275620490166369noreply@blogger.comtag:blogger.com,1999:blog-3684028292581698421.post-85234593834785259992019-11-04T03:11:39.832+07:002019-11-04T03:11:39.832+07:00It's hard to know for sure, but I suspect both...It's hard to know for sure, but I suspect both the decal poke-through (aka zfighting) and gaps between polygons are both symptoms of the same problem.<br /><br />That problem being sub-pixel precision of your vertex coordinates. <br /><br />While your math might end up with the vertices in the correct pixel, if they aren't on the correct sub-pixel then the edges drawn between two vertices might include/exclude different pixels, and gaps form.<br /><br />Same for depth, if you are interpolating the depth starting from a different sub-pixel, then some of the fragments will have slightly different depth values to what the game expects.Unknownhttps://www.blogger.com/profile/07338871092504124645noreply@blogger.comtag:blogger.com,1999:blog-3684028292581698421.post-218099706871171502019-11-03T23:27:20.202+07:002019-11-03T23:27:20.202+07:00Wow, you're moving fast! Good luck on the deca...Wow, you're moving fast! Good luck on the decal problem, I've never been able to understand how hardware computes the offset.Unknownhttps://www.blogger.com/profile/03920537548081893568noreply@blogger.com