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synced 2025-06-13 00:58:29 +02:00
Some video SW clean up and bug fixes. Did a hacky fix for bad light data. Add fog rendering. Add some offsets to make rasterized pixel locations and texture coordinates more accurate.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5361 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -85,13 +85,13 @@ namespace HwRasterizer
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void DrawColorVertex(OutputVertexData *v)
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{
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glColor3ub(v->color[0][0], v->color[0][1], v->color[0][2]);
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glVertex3f(v->screenPosition[0] / efbHalfWidth - 1.0f, 1.0f - v->screenPosition[1] / efbHalfHeight, v->screenPosition[2]);
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glVertex3f(v->screenPosition.x / efbHalfWidth - 1.0f, 1.0f - v->screenPosition.y / efbHalfHeight, v->screenPosition.z);
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}
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void DrawTextureVertex(OutputVertexData *v)
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{
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glTexCoord2f(v->texCoords[0][0] * texWidth, v->texCoords[0][1] * texHeight);
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glVertex3f(v->screenPosition[0] / efbHalfWidth - 1.0f, 1.0f - v->screenPosition[1] / efbHalfHeight, v->screenPosition[2]);
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glTexCoord2f(v->texCoords[0].x * texWidth, v->texCoords[0].y * texHeight);
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glVertex3f(v->screenPosition.x / efbHalfWidth - 1.0f, 1.0f - v->screenPosition.y / efbHalfHeight, v->screenPosition.z);
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}
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void DrawTriangleFrontFace(OutputVertexData *v0, OutputVertexData *v1, OutputVertexData *v2)
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