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We would need to map the viewport to the full region, and then handle the viewport scale/centering within the matrix transform. We've basically seen this issue with depth, but it's less common with X and Y. However, the PSP clips based on region (I think) or just the 4096 box, not based on the viewport params. The region it's drawing to is (x, 45) - (x, 199)īecause (-1, 1) in the shader output is mapped to (63, 335) by viewport, all pixels above y=63 are clipped. This ultimately causes us to set the viewport for Y to (x, 63) - (x, 335) What happens is, it uses these viewport parameters: Note to self: texture at 0x08872640 in this dump. Thanks for the dump, it was very helpful. I guess the 128 x 272 x 3 one is likely being used for the card.
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There are three textures after all so that does seem likely. Does disabling the block transfer setting have any effect? If it doesn't, I guess it must be render-to-texture. I hope it's not an effect from before that save state.
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