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Thrillville Off The Rails - vertex range culling breaks it #11781

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hrydgard opened this issue Feb 9, 2019 · 1 comment · Fixed by #11785
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Thrillville Off The Rails - vertex range culling breaks it #11781

hrydgard opened this issue Feb 9, 2019 · 1 comment · Fixed by #11785
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@hrydgard
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hrydgard commented Feb 9, 2019

Turns out that vertex range culling is killing every vertex in the game! What gives...

Here's a GE capture:

ULES00889_0001.zip

@hrydgard hrydgard added this to the v1.8.0 milestone Feb 9, 2019
@hrydgard hrydgard changed the title Thrillville Off The Rails has somehow broken again Thrillville Off The Rails - vertex range culling breaks it Feb 9, 2019
@unknownbrackets
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unknownbrackets commented Feb 10, 2019

I've been slammed recently, but I'm pretty sure the viewport Z accounting is wrong in the depth range uniform calculation. I was testing a fix with some games but need to get back to it.

Checked quickly and this uses 0/65535 which I think means it is the same issue.

-[Unknown]

unknownbrackets added a commit to unknownbrackets/ppsspp that referenced this issue Feb 10, 2019
It was just wrong before, causing wrong culling when using a non-standard
viewport scale/center for depth.

Fixes hrydgard#11701, fixes hrydgard#11781.
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