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Don't truncate spline/bezier through mode
Don't truncate the through mode bit in the vertex type during normalization. Normalization is used to convert different vertex types to a singular normalized one but the through-mode bit should be preserved. This only affects (fixes) spline and bezier draw commands. The only thing that was broken was games that drew splines/beziers with through-mode and have matricies that differ significantly from the identity (didn't load identity before drawing). This should not break anything and fix #5087 .
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@ -124,7 +124,7 @@ u32 TransformDrawEngine::NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inP
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}
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// Okay, there we are! Return the new type (but keep the index bits)
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return GE_VTYPE_TC_FLOAT | GE_VTYPE_COL_8888 | GE_VTYPE_NRM_FLOAT | GE_VTYPE_POS_FLOAT | (vertType & GE_VTYPE_IDX_MASK);
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return GE_VTYPE_TC_FLOAT | GE_VTYPE_COL_8888 | GE_VTYPE_NRM_FLOAT | GE_VTYPE_POS_FLOAT | (vertType & (GE_VTYPE_IDX_MASK | GE_VTYPE_THROUGH));
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}
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u32 TransformDrawEngine::NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, int lowerBound, int upperBound, u32 vertType) {
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