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authorScott Mansell <phiren@gmail.com>2021-05-03 16:38:05 +1200
committerScott Mansell <phiren@gmail.com>2021-05-05 11:32:42 +1200
commitab55c948a133bf204a62e847aeafe7bd1e2ef1bd (patch)
tree0d0aa88ec086dae1c98b025b136d91bdc423b6a9 /Source/Core/VideoCommon/BPFunctions.cpp
parenta4796e512a614b69caa2976d732a865d8d07189b (diff)
Update zcompression format change TODO
Diffstat (limited to 'Source/Core/VideoCommon/BPFunctions.cpp')
-rw-r--r--Source/Core/VideoCommon/BPFunctions.cpp7
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