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(MacOS Apple Silicon) Sega Rally 2 (and DX) under car shadow #171

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Spazmoid1981 opened this issue Jul 30, 2024 · 10 comments
Open

(MacOS Apple Silicon) Sega Rally 2 (and DX) under car shadow #171

Spazmoid1981 opened this issue Jul 30, 2024 · 10 comments

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@Spazmoid1981
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Spazmoid1981 commented Jul 30, 2024

Latest build release has an issue with under car shadows - Mac OS on an M1/M2 machine - older build version - last year at some point but not sure which

Old supermodel build version

image

New supermodel build version

image

Anyone know how to fix this?

@dukeeeey
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If you can work out at which version it broke we might be able to fix it

@Spazmoid1981
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If you can work out at which version it broke we might be able to fix it

If I send the old supermodel executable in a zip would you be able to tell the version I had?

@Spazmoid1981
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If you can work out at which version it broke we might be able to fix it

In fact I found the zip file - version was supermodel-git-20230224-macos-net.zip

@Spazmoid1981
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If you can work out at which version it broke we might be able to fix it

And I can send the files if needed - let me know

@dukeeeey
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Does the shadow flicker? ie when driving etc

@Spazmoid1981
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Does the shadow flicker? ie when driving etc

trim.389DFAF0-AF92-4BAC-98A9-3E93806A5874.MOV

see video

@Spazmoid1981
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Does the shadow flicker? ie when driving etc

https://github.com/user-attachments/assets/b000f750-301b-4fbb-bdad-96a6386c0341 see video from gameplay

@Spazmoid1981
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Does the shadow flicker? ie when driving etc

Almost like a layering issue between graphics - seems like the shadow is made from a few different polys and some aren't layering/showing correctly

@dukeeeey
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Yes I thought it could be z fighting but doesn't look like it

@Spazmoid1981
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Yes I thought it could be z fighting but doesn't look like it

Prob unrelated but I'm also getting similar artefacts across other newer macOS arm64 emulator builds - take ridge racer series on mame-arm64 build vs intelx86 - if I go back to sdlmame249 then ridge racer is fine on both arm64 and intelx86 versions, then on later arm64 builds (sdlmame261) the floor is not displaying the closest layer correctly and this doesn't happen on the intelx86 macOS build equivalent - something has been offset somewhere by a fraction I guess but not on the earlier builds - nowhere to report that one though as the Git repo has no issues enabled so it must be a global common setting somewhere (I could be talking out my arse of course!) 😃 anyway hopefully someone with the know how will be able to figure it out

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