05-20-2024, 03:52 AM
I looked into games like Ape Escape where half the polys are missing. The "Disable Culling" option pretends all tris are wound counter-clockwise (I think positive sign is counter-clockwise). Most games cull tris where NCLIP is zero or negative, so this does disable culling. But Ape Escape varies the sign it expects according to some logic I don't understand.
If you turn off "Disable Culling", it fixes it, but you only get the camera-facing side of the model (and no zero-screen-space polys).
I can get the "missing half" by reversing the sign of NCLIP. If I take one regular shot (front half) and one with reveresed NCLIP (back half) on the same frame (by using savestates), I can put them together to get the whole model. But I'm not sure what the best way to expose this to the user is.
If you turn off "Disable Culling", it fixes it, but you only get the camera-facing side of the model (and no zero-screen-space polys).
I can get the "missing half" by reversing the sign of NCLIP. If I take one regular shot (front half) and one with reveresed NCLIP (back half) on the same frame (by using savestates), I can put them together to get the whole model. But I'm not sure what the best way to expose this to the user is.