Moved projection epsilon to a more reasonable place

This commit is contained in:
Yuriy O'Donnell 2014-11-09 15:25:49 +01:00
parent db497cc55f
commit dc08de028c

View File

@ -87,7 +87,7 @@ static float PHackValue(std::string sValue)
void UpdateProjectionHack(int iPhackvalue[], std::string sPhackvalue[]) void UpdateProjectionHack(int iPhackvalue[], std::string sPhackvalue[])
{ {
float fhackvalue1 = 0, fhackvalue2 = 0; float fhackvalue1 = 0, fhackvalue2 = FLT_EPSILON; // hack to fix depth clipping precision issues (such as Sonic Unleashed UI)
float fhacksign1 = 1.0, fhacksign2 = 1.0; float fhacksign1 = 1.0, fhacksign2 = 1.0;
const char *sTemp[2]; const char *sTemp[2];
@ -475,7 +475,7 @@ void VertexShaderManager::SetConstants()
g_fProjectionMatrix[13] = 0.0f; g_fProjectionMatrix[13] = 0.0f;
g_fProjectionMatrix[14] = 0.0f; g_fProjectionMatrix[14] = 0.0f;
g_fProjectionMatrix[15] = 1.0f + FLT_EPSILON; // hack to fix depth clipping precision issues (such as Sonic Unleashed UI) g_fProjectionMatrix[15] = 1.0f;
SETSTAT_FT(stats.g2proj_0, g_fProjectionMatrix[0]); SETSTAT_FT(stats.g2proj_0, g_fProjectionMatrix[0]);
SETSTAT_FT(stats.g2proj_1, g_fProjectionMatrix[1]); SETSTAT_FT(stats.g2proj_1, g_fProjectionMatrix[1]);