Reply 40 of 48, by ZellSF
wrote:wrote:Once barracuda415 fixes the subpixel vertex accuracy problem then it'll run much better on newer hardware than anything period accurate.
Well, I don't think I can fix that one. I've spend many hours in the debugger trying to find out where exactly the vertices are snapped to a 320x240 grid, but apparently, it's not just a function parameter or variable that can simply be changed for better results like in Tomb Raider. I'm not really an expert in the math that is involved to calculate the vertex positions and even less and expert in the assembly used to implement it. I found parameters like the rendering distance, the FOV, the rendering scale, both for the UI and the 3D world and the resolution table and various numbers that look like hard-coded resolutions, but no matter what parameters I change, the vertices are always snapped on that damn grid. The assembly is also a mess, the vertex data is converted from int16 to int32 to float or double, back to int16 and then to float again and there's also tons of dead code for Playstation everywhere.
🙁
But I can has infinite draw distance?
Is the lights on the first time flickering because of the vertex problem? And the billboards showing a triangle glitch of some kind?