

Yu gi oh gx tag force cheats all cards driver#
The viewport is really just a scale and an offset, even on PC GPUs (the center and scale are computed by the driver from the viewport rectangle you pass in). The software renderer is also clipping incorrectly for the same basic reason Here's my understanding:

I think that's the best solution to this, and it's basically the same idea as "accurate depth".
Yu gi oh gx tag force cheats all cards full#
We would need to map the viewport to the full region, and then handle the viewport scale/centering within the matrix transform. We've basically seen this issue with depth, but it's less common with X and Y. However, the PSP clips based on region (I think) or just the 4096 box, not based on the viewport params. The region it's drawing to is (x, 45) - (x, 199)īecause (-1, 1) in the shader output is mapped to (63, 335) by viewport, all pixels above y=63 are clipped. This ultimately causes us to set the viewport for Y to (x, 63) - (x, 335)

What happens is, it uses these viewport parameters: Note to self: texture at 0x08872640 in this dump. Thanks for the dump, it was very helpful. I guess the 128 x 272 x 3 one is likely being used for the card. There are three textures after all so that does seem likely. Does disabling the block transfer setting have any effect? If it doesn't, I guess it must be render-to-texture. I hope it's not an effect from before that save state.
