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blurry menu items - active/hover effect on ps vita #2001

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landsman opened this issue Feb 4, 2025 · 16 comments
Open

blurry menu items - active/hover effect on ps vita #2001

landsman opened this issue Feb 4, 2025 · 16 comments

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@landsman
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landsman commented Feb 4, 2025

Hello guys, do you think that this bug is fixable?

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I saw some older builds (from 2018, on youtube) where this bug was not common.

@a1batross
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Can you run engine -dev 2 -log command line parameters and post engine.log file here?

@landsman
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landsman commented Feb 4, 2025

Can I put it to some cfg file?

Do you have link to doc, how can I run it with these parameters?

@fgsfdsfgs
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There is a "Developer mode" button in the bottom left of the LiveArea launch screen, if you use that to run the game it will enable logging and developer.
This is an issue that I've noticed before, but I really didn't care to fix it because it's extremely inconsequential, probably related to texture clamping modes in vgl_shim or something.

@landsman
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landsman commented Feb 5, 2025

Got it, thanks! It didn't seems to be button for the first look.

Here it is: engine.log

@a1batross
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I tried to fix that in 54b0cf9 but on the other hand it seems vitaGL is supposed to be an ES driver...

@fgsfdsfgs did I broke something? Aren't we supposed to turn on XASH_GLES on the Vita target?

@fgsfdsfgs
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fgsfdsfgs commented Feb 5, 2025

I honestly don't remember. VitaGL includes a complete impl of GLES2, but also a somewhat incomplete impl of desktop GL2.1 with some extensions. This bug was always there since the Vita port got merged in though.

@a1batross
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@fgsfdsfgs it is weird that it exposes OES extensions and has GL_VERSION says it's ES but at the same time we're treating it like proper GL driver.

@fgsfdsfgs
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fgsfdsfgs commented Feb 5, 2025

It's a bit of a hybrid, but remember that the drawing is done by vgl_shim, which probably would work fine with or without XASH_GLES.
EDIT: This also means that we could probably very well just enable it to avoid problems like this in the future.

@fgsfdsfgs
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Oh yeah, there's one thing that I completely forgot about. NPOT textures in VGL have fucked up mipmaps, so they were turned off in the old port. I don't know if it's been fixed since then.

@a1batross
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Yeah, I just saw this report too.

Wonder if it got fixed. We're also on specific VGL version: Rinnegatamante/vitaGL@064db9e, which is two years old at this point.

@a1batross
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It seems it at least builds normally with current vitaGL.

@landsman could you check latest build from master branch here and also check that build with updated vitaGL driver here don't introduce new regressions?

@landsman
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landsman commented Feb 5, 2025

The latest build from master branch: works! no blurry menu. Let me test tonight some game play as well. On the first look it's working fine.

Are errors like Error: GL_GetProcAddress ..., GL_CheckExtension ... in the log "normal"?
engine.log

@a1batross
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Have you tried branch with updated vitaGL as well?

Are errors like Error: GL_GetProcAddress ..., GL_CheckExtension ... in the log "normal"?

So far, yeah, they are expected.

@landsman
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landsman commented Feb 5, 2025

build with updated vitaGL driver here don't introduce new regressions?

The menu is okay. Gameplay looks good as well.

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But I was not able to run the game in developer mode. Should it run?
Without developer mode it's working fine.

engine.log

psp2core-1738784115-0x0001aa3213-eboot.bin.psp2dmp.zip

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@a1batross
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That's interesting. You should be able to use the dev mode regardless, so this is a bug.

@landsman
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landsman commented Feb 5, 2025

I'll test game play in dev mode in build from master as well tomorrow.
Let me know how I can help you further.

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