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16 bit color depth bug with NVIDIA card
#8
(01-19-2014, 10:18 PM)hlide Wrote:
(01-17-2014, 03:52 PM)Hykem Wrote:
(01-17-2014, 11:29 AM)onelight Wrote: find A XBRZ filter plugin for JPCSP. code https://github.com/shenweip/XBRZ4JPCSP

This is really interesting. Do you think the author would mind if I added support for this plugin in JPCSP?
I could adapt the code and implement xBRZ in Java, but I think it would be nice to use this feature as a plugin.
XBRZ in java !? I don't dare to think it may run fast this way.

Hehe, indeed. A lot of the texture scaling and filtering algorithms are too demanding for Java. This plugin approach gives much better results.

@onelight: Sorry, I forgot to mention the plugin is still disabled (internally), since I was still researching some graphical issues.

Also, I've found out what's going on with the 16-bit color depth, but I need to discuss it with gid first before making any changes.
Turns out we're correctly handling the textures in 32-bit format (internal format), but in the final frame buffer update (line 309 in sceDisplay) the sub texture being set (setTexSubImage at line 1698) is 16-bit (in Kingdom Hearts case).
In fact, if you comment out that portion of code you can see that the underlying texture is indeed 32-bit. While glTexImage2D uses an internal format (defined by us to be 32-bit), glTexSubImage2D doesn't and relies on the pixel format we are passing.
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RE: Is jpcsp use 16 bit color depth defualt? - by Hykem - 01-20-2014, 04:28 PM

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