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vita2d_set_region_clip: use sceGxmColorSurfaceSetClip instead of sceGxmSetRegionClip to have pixel granularity? #39
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I didn't know sceGxmColorSurfaceSetClip existed, feel free to send a PR. |
I found out that By the way what I needed was to change the region clip between different draw calls, do you think that modifying the fragment shaders to implement a custom clipping system (discard pixels outside of a region) would be viable? |
We could cache the set_clip call values and then call sceGxmColorSurfaceSetClip before the beginScene(). |
Caching the set_clip calls still wouldn't allow to change the region clip during a scene tough. |
Yeah.. Another option would be using a stencil buffer, but I have no idea how it works. |
That is actually a nice idea and seems t be working. I made a pull request (#40) that adds it, see what you think! |
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Why does vita2d_set_region_clip use
sceGxmSetRegionClip
instead ofsceGxmColorSurfaceSetClip
?Currently
sceGxmSetRegionClip
allignes the region to tiles (unless I'm wrong), whilesceGxmColorSurfaceSetClip
should actually set a per-pixel region.The text was updated successfully, but these errors were encountered: