Gliden64: Zelda OOT wrong fog [HLE]

Created on 30 Jul 2015  路  18Comments  路  Source: gonetz/GLideN64

in front of the temple of time fog is applied on Link's model, turning him gray
correct with z64gl
gliden64_the_legend_of_zelda_006
1

Most helpful comment

Fixed.

All 18 comments

a savestate is possible?

Is it just me or does the depth look wrong on the z64gl screenshot? Link seems almost pasted on. But then again, it is one of Ocarina of Time's really sh*tty pre-rendered backgrounds (thankfully they are few). Not that z64gl has anything to do with GLideN64. Just thought I'd comment...

Not that z64gl has anything to do with GLideN64.

GLideN64 has cut-pasted z64gl code in it.

I think that -- somehow -- z64gl isn't accurate in this effect either? What the hell?

https://www.youtube.com/watch?v=Ea1gSVzGag4#t=10m25s

Requesting real hardware high-quality image capture of this effect.

Here's a screenshot from angrylion's plugin. That's usually a good reference and in the video the effect looks the same. I think z64gl emulates this effect correctly but it looks a bit strange because Link's model is rendered at a higher resolution over the low-res background
czle0000

I don't know, even that looks much more colorful than the z64gl screenshot.

Not that GLide is right either.

I confirm that this HLE bug still exists.

Fog factor is vertex alpha. Vertex alpha is 0 in LLE mode and 1 (0xFF) in HLE. Need to check olivieryuyu's docs about lighting in Zelda. May be there is a clue, when vertex alpha becomes zero.

With those values, it looks like a clamping issue.

F3DEX and F3DEX2 does not clamp alpha in the same way.

It seems than F3DEX2 set the minimum value to 0x7F00 for the fog formula (16 bits)

Alpha becomes 0x00 in this case and not 0xFF (0x7F00)

This is still an issue present in the newest WIP build. Screenshot for proof.
gliden64_the_legend_of_zelda_000

This issue is still present in the newest WIP (Master + FB)

The issue is still present in newest WIP released today. Also the fog effect is applied at different strengths depending on where the model of Link is on the screen. AL does not have this issue.
At Temple Steps, Max effect:
gliden64_the_legend_of_zelda_009
Some distance away from temple, weaker effect:
gliden64_the_legend_of_zelda_010
Further distance, no effect:
gliden64_the_legend_of_zelda_011

Next screen, similar problem. Max effect applied:
gliden64_the_legend_of_zelda_012
gliden64_the_legend_of_zelda_013
Small distance away from stones, weaker effect:
gliden64_the_legend_of_zelda_014
Further distance, no effect:
gliden64_the_legend_of_zelda_015

I know that it is not fixed. No need to remind about it.

Fixed.

can it be closed?

Lets close.

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