{"action":"created","issue":{"url":"https://api.github.com/repos/hrydgard/ppsspp/issues/6979","labels_url":"https://api.github.com/repos/hrydgard/ppsspp/issues/6979/labels{/name}","comments_url":"https://api.github.com/repos/hrydgard/ppsspp/issues/6979/comments","events_url":"https://api.github.com/repos/hrydgard/ppsspp/issues/6979/events","html_url":"https://github.com/hrydgard/ppsspp/issues/6979","id":44929808,"number":6979,"title":"Sega Rally [ULES00910] - Missing dirt impact over the car","user":{"login":"ppmeis","id":4381277,"avatar_url":"https://avatars.githubusercontent.com/u/4381277?v=3","gravatar_id":"","url":"https://api.github.com/users/ppmeis","html_url":"https://github.com/ppmeis","followers_url":"https://api.github.com/users/ppmeis/followers","following_url":"https://api.github.com/users/ppmeis/following{/other_user}","gists_url":"https://api.github.com/users/ppmeis/gists{/gist_id}","starred_url":"https://api.github.com/users/ppmeis/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/ppmeis/subscriptions","organizations_url":"https://api.github.com/users/ppmeis/orgs","repos_url":"https://api.github.com/users/ppmeis/repos","events_url":"https://api.github.com/users/ppmeis/events{/privacy}","received_events_url":"https://api.github.com/users/ppmeis/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"milestone":null,"comments":7,"created_at":"2014-10-05T21:31:35Z","updated_at":"2015-02-24T07:08:19Z","closed_at":null,"body":"During playing Sega Rally, I notice one effect is missing. Player's car is clean during all the circuit, so dirt impact effect is totally missing:\r\n\r\n![image](https://cloud.githubusercontent.com/assets/4381277/4520015/b2233aa0-4cd6-11e4-97e7-568dda5f8706.png)\r\n\r\nReal PSP\r\n![01174-04](https://cloud.githubusercontent.com/assets/4381277/4520018/c7e56f02-4cd6-11e4-840f-b7db1cb12741.jpg)\r\n\r\nGE Debugger tabs:\r\n![image](https://cloud.githubusercontent.com/assets/4381277/4520020/e4368aba-4cd6-11e4-88c7-ace15e33fc74.png)\r\n![image](https://cloud.githubusercontent.com/assets/4381277/4520021/edd19b0a-4cd6-11e4-85bd-ef16c92723af.png)\r\n![image](https://cloud.githubusercontent.com/assets/4381277/4520024/f84ae906-4cd6-11e4-86a3-09db76caf7f6.png)\r\n\r\n\r\n"},"comment":{"url":"https://api.github.com/repos/hrydgard/ppsspp/issues/comments/75709440","html_url":"https://github.com/hrydgard/ppsspp/issues/6979#issuecomment-75709440","issue_url":"https://api.github.com/repos/hrydgard/ppsspp/issues/6979","id":75709440,"user":{"login":"unknownbrackets","id":191233,"avatar_url":"https://avatars.githubusercontent.com/u/191233?v=3","gravatar_id":"","url":"https://api.github.com/users/unknownbrackets","html_url":"https://github.com/unknownbrackets","followers_url":"https://api.github.com/users/unknownbrackets/followers","following_url":"https://api.github.com/users/unknownbrackets/following{/other_user}","gists_url":"https://api.github.com/users/unknownbrackets/gists{/gist_id}","starred_url":"https://api.github.com/users/unknownbrackets/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/unknownbrackets/subscriptions","organizations_url":"https://api.github.com/users/unknownbrackets/orgs","repos_url":"https://api.github.com/users/unknownbrackets/repos","events_url":"https://api.github.com/users/unknownbrackets/events{/privacy}","received_events_url":"https://api.github.com/users/unknownbrackets/received_events","type":"User","site_admin":false},"created_at":"2015-02-24T07:08:19Z","updated_at":"2015-02-24T07:08:19Z","body":"Well, the texture looks fine... it does use a depth test, though.  But it can't really be depth related if \"read framebuffers\" solves the problem.\r\n\r\nThere must be some framebuffer it's rendering to (even if it's not during the race) that causes it.\r\n\r\nIn GPU/GLES/Framebuffer.cpp, you can find this:\r\n```c++\r\nvoid FramebufferManager::ReadFramebufferToMemory\r\n```\r\n\r\nAnd on the next line log which framebuffers it reads (during \"read framebuffers to memory\" mode):\r\n```c++\r\nNOTICE_LOG(HLE, \"Downloading: %08x\", vfb->fb_address);\r\n```\r\n\r\nThen, we can try forcing off some of those framebuffers.  That is:\r\n```c++\r\nif (vfb->fb_address != 0x00044000 && vfb->fb_address != 0x00000000) {\r\n   return;\r\n}\r\nNOTICE_LOG(HLE, \"Downloading: %08x\", vfb->fb_address);\r\n```\r\n\r\nUntil we've narrowed it down to the one that makes it work.  Then we have to figure out where it's rendering there and how we can detect that it needs to be copied out of GL.\r\n\r\n-[Unknown]"}}