diff options
| author | Scott Mansell <phiren@gmail.com> | 2021-05-03 16:38:05 +1200 |
|---|---|---|
| committer | Scott Mansell <phiren@gmail.com> | 2021-05-05 11:32:42 +1200 |
| commit | ab55c948a133bf204a62e847aeafe7bd1e2ef1bd (patch) | |
| tree | 0d0aa88ec086dae1c98b025b136d91bdc423b6a9 /Source/Core/VideoCommon/BPFunctions.cpp | |
| parent | a4796e512a614b69caa2976d732a865d8d07189b (diff) | |
Update zcompression format change TODO
Diffstat (limited to 'Source/Core/VideoCommon/BPFunctions.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/BPFunctions.cpp | 7 |
1 files changed, 5 insertions, 2 deletions
diff --git a/Source/Core/VideoCommon/BPFunctions.cpp b/Source/Core/VideoCommon/BPFunctions.cpp index f7ab305303..7599507a5b 100644 --- a/Source/Core/VideoCommon/BPFunctions.cpp +++ b/Source/Core/VideoCommon/BPFunctions.cpp @@ -222,8 +222,11 @@ void ClearScreen(const MathUtil::Rectangle<int>& rc) void OnPixelFormatChange() { // TODO : Check for Z compression format change - // When using 16bit Z, the game may enable a special compression format which we need to handle - // If we don't, Z values will be completely screwed up, currently only Star Wars:RS2 uses that. + // When using 16bit Z, the game may enable a special compression format which we might need to + // handle. Only a few games like RS2 and RS3 even use z compression but it looks like they + // always use ZFAR when using 16bit Z (on top of linear 24bit Z) + + // Besides, we currently don't even emulate 16bit depth and force it to 24bit. /* * When changing the EFB format, the pixel data won't get converted to the new format but stays |
