There's no way to fix that, it's just not possible. Here is an in depth explanation as to why it's not possible:
http://forums.ngemu.com/dolphin-discussi...metry.html
Quote:These games simply weren't made to render gfx outside of the 640/576i cut off points.
Quote:Being an engine+graphics developer myself, I'll sum up the points:
1) Removing openGL face culling won't do anything in this case, as culling removes non-visible faces (those that it's normal doesn't point to the camera). Having a 3 monitor setup, STILL requires culling, as those faces shouldn't add visible information (only in rare cases they do, for example on wireframe rendering, or blending with sorted polygons).
2) Mesh culling is usually done in the game engine (that is, the Gamecube/Wii code), usually involving some kind of acceleration structure and bounding volumes + frustum tests. This can't be removed without hacking the games individually: that is, disabling that code. This kind of task is titanic, doing it globally is impossible. Some rare hardware has box/frustum culling hints by hardware, but it's 90% not used by developers, thus would only work for a tiny subset of games.
3) Removing clipping would only allow those few polygons that go outside the frustum not to be clipped. Still, you wouldn't get content on the other 2 screens, as frustum culling would have removed the meshes on the other viewports.
Quote:Leapo Wrote:It's already been established that clipping is what needs to be modified, not culling.
Actually, both if the game is doing clipping by software. Frustum culling is usually done by software, thus no emulator hack could fix that: you'd need to patch games one per one, after looking for the frustum culling routines.
Leapo Wrote:As was mentioned, that only effects game engines that handle clipping completely internally (including the actual removal of geometry). That said, there may be some common methods used between games, especially in games from the same developer or using the same engine. Finding a method to "fix" one game may work for many others.
Rarely, frustum culling is one of the parts of the engine that goes into more iterations, due to resource constraints.
Leapo Wrote:Games that determine what geometry they want clipped internally, but then go on to request geometry not be drawn via a hardware function, should be open to having the request to clip ignored by the graphics plugin.
That doesn't exist on mainstream hardware.
Leapo Wrote:Other viewports? There's only a single OpenGL viewport in use (it's just very wide).
Ok, I meant, as an idea to make everything clear, that the viewport from the game (that the data gets clipped and frustum culled to), is different from the one that you setup when using wide screen. Being different, means all the rest of data that the game engine already culled off, it's not available: the game engine simply doesn't send the render calls for those objects, thus no emulator hack could do proper widescreen rendering, without hacking games one per one.
Clear now?
http://forums.ngemu.com/dolphin-discussi...metry.html