[Android] Pro Yakyu Spirits 2010 (NPJH50234): Rendering errors with hardware transform off
nassau-tk opened this issue · 10 comments
What happens?
Some Graphics are not appear correctly only Android. (EDIT: Turned out to be with hw transform off)
But, This issue will happen only Android.
(OpenGL & Vulkan both.)
Windows10 is not happen.
GEdump here(Got from Android).
But, If you open the file on Windows then it will seems correctly.
NPJH50234_0004.zip
So, Please see attache screenshot.
[Windows10 appear the Left & Right Team symbols correctly.]
[Android is missing the Left & Right Team symbols.]
This BaseBall game has a other series.
- Pro Yakyu Spirits 2011
- Pro Yakyu Spirits 2012
- Pro Yakyu Spirits 2013
- Pro Yakyu Spirits 2014
This problem is not happen other series. Only 2010.
And, 2010 has a another graphic issue. #13391
Plus,Other series(2011~2014) has another graphic glitch. #13980 😁
What should happen?
Appear the graphic correctly.
What hardware, operating system, and PPSSPP version? On desktop and mobile phone, GPU matters for graphical issues.
Please test newest version in https://buildbot.orphis.net/ppsspp/
I tested Windows & Android.
[No Problem]
PPSSPP Ver.:1.11.2-85
OS:Windows10(64-bit)Japanese
CPU:Ryzen7 3800X(8-core)
GPU:RADEON RADEON RX5700XT
Resolution:2560×1440
RAM:32GB
[Have a Problem]
PPSSPP Ver.:1.11.2-85
OS:Android 11.0
DeviceName:Samusung Galaxy S20 / SC-51A
CPU:Snapdragon865(Octa-core)
GPU:Adreno 650
Resolution:3200 x 1440 (Max)
RAM:12GB
ROM:128GB
ExternalStrage:microSDXC 512GB
Have you tried OpenGL and Vulkan for your PC?
It seems it doesn't occur for D3D9 and D3D11
Hey! @Panderner 👍 ✨
I said ==> "This issue happen only Android". 😆
So, Any backend has no problem on Windows PC.
Although that's still a bug! we want both on and off to work the same. I'm reopening, it's probably worth fixing.
Really? 😮 wao...
@nassau-tk have you tried to turn off hardware transform for your PC?
Yes, I did it.
Result is same yours.
If I disable light 0, it works, so it's definitely related to that. Software rendering is fine, only software transform effected. Disabling alpha blend/test makes it fully black, so it's turning to zero.
The issue here is that normal * world
ends up as a zero vector, and normalize(vec3(0))
ends up as NaN. It seems like glsl is handling this better, but I could imagine different drivers / implementations handling differently.
It seems clear from this case that the PSP considers normalize(vec3(0))
to equal vec3(0, 0, 1)
or similar, and we've seen this before elsewhere.
-[Unknown]