
At 368/1499, it blends some white to brighten it up a bit. Here's a screenshot:Īt 152/1499, it draws an offwhite from a texture to 0x040cc000 (5551.) Then it proceeds to draw the shadows to this other buffer, through 367/1499. I didn't see anything alpha related here, so I don't think stencil/dual source blending is at play, so block transfer, slow effects, or function replacements being disabled seem like the only way to get that issue. It then uses the gradients from before to create a bit of a halo around the sun and some rays. This sun is drawn a few times to make it a bit blurry and increase the intensity back up, but again nothing would get drawn at > 1x.
COLIN MCRAE RALLY 2005 PSP DOWNLOAD DOWNLOAD
The only reason we'd get black corners here is if the presumed block transfer didn't reupload the old sun, or if it didn't download it correctly. This time, we're doing a fixed ONE + ONE blend, so the black around the edges of the sun ought to blend in. We then texture that on top of the original rendering at 1387/1499 (which has had its previous sun restored, I guess by block transfer?) This uses the same dst blending to darken it as well, so again it becomes entirely black at higher res. We get this at 1x (and 100% black at higher):īack to 0x040fc000 at 1384/1499, it blends a much more straight forward gradient:Īgain, all of these would be 100% black at > 1x without "lower resolution for effects."Īt 1386, we return to 0x040dc000 again, drawing a fresh sun. But for good measure, it textures again (also from the top level texel) to 0x04104000 for just the top 256x16.Īt 1380/1499, it blends that with a texture, that makes a bit of a beveled gradient. how occluded it is) as a 1x1 blur?Īt 1378/1499, we texture the color it just drew to a new buffer, 0x040fc000, also 8888.

All this work to I guess figure out the intensity of the sun (i.e. The last time is 2x2, so it's pretty serious about blurring it, I guess.Īnd now for the trick that misbehaves at > 1x: it textures from the top left pixel to the entire 29x28. It halves it four times more, again self-to-self each time.Now it does a self-texture, which seems to confuse the GE debugger preview somehow, halving the size of the sun to the same buffer.Because it just drew black, this is basically pointless. Then it copies in the sun with a != 000000 color test.


First, alpha blended black in throughmode, fixed ONE + ZERO, so in other words not alpha blending just replacing.So it is reproducing.Īt 1368/1499, it draws on top of the tiny sun I see at 4x.
+(En,Fr,De,Es,It)+(PSP)+(PSN)-image.jpg)
However, a much more interesting thing DOES happen: the sun only works properly at 1x.Īnother interesting thing: the first frame render has no shadows, and then the second render has shadows, even from the dump. Is the sun box thing not happening for all devices? It doesn't happen for me on NVIDIA or recent Adreno with any graphics backend.
