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Main - General - OpenGL Renderer Black Lines on ground - Pokémon HeartGold New reply


NathanYumekoe
Posted on 06-22-20 12:55 PM Link | #1922
As title states, I am facing issues with the OpenGL renderer on Pokémon HeartGold. I don't want to use SoftRasterizer as it doesn't allow for higher resolutions. Is there any known fix?
[image]

Generic aka RSDuck
Posted on 06-22-20 08:52 PM Link | #1923
this is a known issue with fourth gen Pokemon games and can be attributed to the DS's GPU being very different (read: less accurate) than modern GPUs.

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NathanYumekoe
Posted on 06-26-20 05:13 AM Link | #1926
Posted by Generic aka RSDuck
this is a known issue with fourth gen Pokemon games and can be attributed to the DS's GPU being very different (read: less accurate) than modern GPUs.

But why does it not happen with SoftRasterizer? I don't want to bring it into this, but Desmume's OpenGL render also renders it fine.

Generic aka RSDuck
Posted on 06-26-20 09:04 AM Link | #1927
melonDS's software renderer is quite accurate, so it does very much the same thing as the GPU in a real DS and thus those artefacts don't occur. On the other hand the OpenGL renderer sends the geometry to the GPU to render it. GPUs are specialised hardware, so they are fast which makes things like rendering at a higher resolution is possible, but that also means we have less control over how they work. And modern GPUs are a lot less quirky and unexact than the DS, so things like this appear.

Regarding desmume, both it's software and it's OpenGL renderer are pretty inaccurate to the actual hardware. At some point they added a hack which prevents the black lines to the OpenGL renderer. But if I'm not wrong, they didn't bothered with the sw renderer (so it still has this issue).

____________________
Take me to your heart / never let me go!

Can't anybodyyyyyyy find meeeeee someone tooooo hate?

"clearly you need to mow more lawns and buy a better pc" - Hydr8gon

Arisotura
Posted on 06-26-20 09:35 AM (rev. 2 of 06-26-20 09:35 AM) Link | #1928
issue is that the vertices given by the game are slightly inaccurate, but the way the DS GPU determines polygon borders makes up for it. basically, I don't recall the details, but given two points forming a perfectly vertical line, you can move one of the points one pixel on one side and the polygon border is still the same.

working around this in the GL renderer should be easy enough, but I'd need to research this effect more.

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Main - General - OpenGL Renderer Black Lines on ground - Pokémon HeartGold New reply

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