Files
psxrecomp/docs
Shokunin 2a36efcacb PGXP depth buffer for opaque 3D polygons (opt-in)
[video] pgxp_depth_buffer (default off; PSX_PGXP_DEPTH overrides) and
pgxp_depth_threshold. gpu.c hands the GL backend each triangle's GTE SZ when
all three vertices are dataflow-precise (gr_set_depth_triangle); the backend
draws those opaque triangles with a LEQUAL depth test and write. 2D,
unproven, semi-transparent polygons, lines and rectangles never test or
write. Depth mode is a batch key and rides in every high-resolution-window,
native-wide and render-thread replay command. Clears are colourless
depth-only draws through the flat batch: after a drawing-area change or a
fill, and when the average SZ rises by the threshold (4096, as DuckStation).
Generated (Smooth motion) frames draw without depth.

Docs: ENHANCEMENTS.md G1.14.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 02:38:41 -07:00
..
2026-07-29 03:18:10 -04:00
2026-07-29 03:18:10 -04:00
2026-07-29 03:18:10 -04:00
2026-07-29 03:18:10 -04:00
2026-08-07 01:43:04 -04:00