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fix bad palettes in wii games
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1006 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -89,7 +89,7 @@ void BPWritten(int addr, int changes, int newval)
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bpmem.genMode.numindstages, bpmem.genMode.zfreeze);
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bpmem.genMode.numindstages, bpmem.genMode.zfreeze);
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// none, ccw, cw, ccw
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// none, ccw, cw, ccw
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if (bpmem.genMode.cullmode>0 && !g_Config.bDisableCulling) {
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if (bpmem.genMode.cullmode > 0) {
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glEnable(GL_CULL_FACE);
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glEnable(GL_CULL_FACE);
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glFrontFace(bpmem.genMode.cullmode == 2 ? GL_CCW : GL_CW);
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glFrontFace(bpmem.genMode.cullmode == 2 ? GL_CCW : GL_CW);
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}
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}
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@ -539,8 +539,10 @@ void BPWritten(int addr, int changes, int newval)
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u32 tlutTMemAddr = (newval&0x3FF)<<9;
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u32 tlutTMemAddr = (newval&0x3FF)<<9;
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u32 tlutXferCount = (newval&0x1FFC00)>>5;
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u32 tlutXferCount = (newval&0x1FFC00)>>5;
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//do the transfer!!
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//do the transfer!!
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memcpy_gc(texMem + tlutTMemAddr, g_VideoInitialize.pGetMemoryPointer((bpmem.tlutXferSrc&0xFFFFF)<<5), tlutXferCount);
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u8 *ptr = g_VideoInitialize.pGetMemoryPointer((bpmem.tlutXferSrc)<<5);
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if (ptr)
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memcpy_gc(texMem + tlutTMemAddr, ptr, tlutXferCount);
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// TODO(ector) : kill all textures that use this palette
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// TODO(ector) : kill all textures that use this palette
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// Not sure if it's a good idea, though. For now, we hash texture palettes
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// Not sure if it's a good idea, though. For now, we hash texture palettes
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}
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}
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