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mirror of https://github.com/blawar/GLideN64.git synced 2024-07-02 09:03:37 +00:00

Enable clearDepthBuffer for Pokemon Snap.

Fixed Pokemon Snap Oak's check does not work #777 again

Note: this game is a mistery. I don't understand,
why clearing of depth buffer via drawRecs breaks Oak's check.
Actually, the problem causes rendering to color buffer corresponding to that depth buffer.
Need to investigate, why.
This commit is contained in:
Sergey Lipskiy 2018-10-06 23:50:23 +07:00
parent 423fc7ba3e
commit 1df96cebeb

View File

@ -716,7 +716,8 @@ void gDPFillRectangle( s32 ulx, s32 uly, s32 lrx, s32 lry )
} else if (gDP.fillColor.color == DepthClearColor && gDP.otherMode.cycleType == G_CYC_FILL) {
depthBuffer = dbFound;
depthBufferList().saveBuffer(gDP.colorImage.address);
if (config.generalEmulation.enableFragmentDepthWrite == 0) {
if (config.generalEmulation.enableFragmentDepthWrite == 0 ||
(config.generalEmulation.hacks & hack_Snap) != 0) {
frameBufferList().fillRDRAM(ulx, uly, lrx, lry);
drawer.clearDepthBuffer(ulx, uly, lrx, lry);
depthBuffer = dbCleared;