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[F3D] Combiner Overflow Preview Fix 2 #354
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…is so there is separation between 255 inputs and 256 inputs
Why
? it sounds like that just makes it more likely for 1 to wrongly wrap to -1 on the C combiner inputs |
Testing wise, unlike the previous attempt OoT's imported kokiri forest and deku tree are fine :) |
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I think I get it, didn't know about this, that's weird
thanks for the details
The Shade input on C was causing overflow because it was registering as slightly above one due to float imprecision. To create a proper distance between 255 inputs vs 256 inputs, I made the 1.0 value 1.0001 and the overflow now occurs at 1.0001. This should make it so that only Combined values can overflow, as they're the only ones that can be >255 on the C input (besides for YUV K5 but fast64 does not allow K5 values above 1.0).
Fixes #348