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GoldenEye Multiplayer - 3&4 player not rendering #1173
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Does anyone have any ideas about this? It seems like it's probably been around for at least a couple months. I don't see any GL errors being generated. 2 player mode also has the issue (the player on the bottom isn't visible) |
I think the bug has been around since the start. |
Disabling Framebuffer Emulation fixes the problem |
Well, it could be forced disabled, but it's really not ideal. |
No it shouldn't be disabled, I mentioned that just as a hint as to where the problem probably lies |
I've been troubleshooting another issue (the depth issues in the Raspberry Pi and some Android phones) and I added a glClear(GL_DEPTH_BUFFER_BIT) after each glBindFramebuffer() call, and it almost fixes this problem. The bottoms players now show up, but it "flickers" every 3 seconds or so with the improper image. There is something up with depth buffer clearing.... |
This issue seems kind of related to #836. |
Yes, this is a really annoying problem, the players can move around the scenario and the other players can see them, but it´s like the player 3 and 4 where playing at blind man's bluff game. |
I noticed by disabling "EnableFragmentDepthWrite" & "EnableFBEmulation", it fixes the 4 screens multiplayer issue. With all that in mind, I tried to automate it via m64p custom.ini but the "FragmentDepthWrite" isn't being disabled which causes constant flickering/misalignment.. [GOLDENEYE] Does it have to be written in a different way?? |
The options should look like:
I don't think N64 Depth Compare is going to do anything if you have Framebuffer emulation disabled Also, unfortunately I must have missed enableFragmentDepthWrite when I implemented ini reading for mupen64plus, it's missing. I'll have to submit a PR to add it before it'll be able to read that from the ini file |
Alright, thanks for the update👍 |
On a side note, if it's doable, is it possible to add NativeResTexrects as well in the ini reading? |
That's already in there as You can see what is currently read in https://github.com/gonetz/GLideN64/blob/master/src/mupenplus/Config_mupenplus.cpp by looking at the Config_LoadCustomConfig() function |
Thx for the info, I was wondering what was being read or not :p |
this problem remains unsolved? here is the same problem, impossible to play 007 gondeneye for 4 with this plugin |
if you're using m64p (the latest version), paste this into the custom.ini file: [GOLDENEYE] Solved my problem for goldeneye 4 player.. |
The same thing should work in Project64 |
The code is based on using latest version of m64p.. |
To me this seems like a problem with depth on the LLE triangles used to draw the sky. |
Just a little heads up, I recently updated the build and noticed the quick fix isn’t working anymore. I can no longer play 4 split screen since it’s either flashing and/or only the sky is visible on the bottom screens. Just thought I’d let you’ll know.. |
@gonetz Is not in this thread/post, let´s hope he see and solve this problem. |
I play a lot of GoldenEyeX, a mod for perfect dark, it suffers from the same problem. |
…or it. Fixed GoldenEye Multiplayer - 3&4 player not rendering #1173
…or it. Fixed GoldenEye Multiplayer - 3&4 player not rendering #1173
…or it. Fixed GoldenEye Multiplayer - 3&4 player not rendering #1173
…or it. Fixed GoldenEye Multiplayer - 3&4 player not rendering #1173
The latest WIP (Master + FB Fixes) addressed and fixed these issues on Goldeneye and on Perfect Dark as well. Multiplayer screens for both 3rd and 4th player are now rendered and are playable. #836 was closed by me since that's no longer an issue either. Therefore, this can also be closed. |
…or it. Fixed GoldenEye Multiplayer - 3&4 player not rendering #1173
…or it. Fixed GoldenEye Multiplayer - 3&4 player not rendering #1173
…or it. Fixed GoldenEye Multiplayer - 3&4 player not rendering #1173
…or it. Fixed GoldenEye Multiplayer - 3&4 player not rendering #1173
…or it. Fixed GoldenEye Multiplayer - 3&4 player not rendering #1173
I'm not sure how long this issue has existed for.
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