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Does "enable decoding of indexed textures ( using CLUT ) have to make graphic ugly ?
#18
(12-17-2012, 10:50 AM)gid15 Wrote: Could someone try the following change in jpcsp.graphics.RE.REShader, line 1089:
Code:
    public boolean canNativeClut(int textureAddress) {
        // The clut processing is implemented into the fragment shader
        // and the clut values are passed as a sampler2D
        return useNativeClut && textureAddress >= MemoryMap.START_VRAM && textureAddress <= MemoryMap.END_VRAM;
    }
(line with "return" updated).
This change is enabling the CLUT processing in the shader only for textures stored in VRAM. It all depends where the game is storing his textures (VRAM or USERSPACE).

This is only a workaround as long as Issue 325 is not implemented.

with shaders and clut +change it causes 3rd birthday (actually nearly every game) to look like this, unless I did something wrong, I had to manually add a jpcsp import in for MemoryMap.



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Messages In This Thread
RE: Does "enable decoding of indexed textures ( using CLUT ) have to make graphic ugly ? - by hyakki - 12-17-2012, 11:25 AM
? - by RyviusRan - 01-14-2013, 08:47 PM
RE: - by digiadventures - 04-17-2013, 08:37 PM
RE: - by gid15 - 04-18-2013, 07:10 PM
RE: - by digiadventures - 04-18-2013, 09:54 PM
Quick notes - by Sarisa81 - 04-24-2013, 12:56 AM
RE: - by digiadventures - 05-23-2013, 09:11 AM
texture lines still there - by Cat Slobber - 05-23-2013, 06:06 PM
fixed - by Cat Slobber - 05-24-2013, 05:24 PM
RE: - by digiadventures - 05-25-2013, 09:07 AM

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