mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-12-11 15:44:15 +00:00
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 .
This commit is contained in:
parent
99804620ad
commit
2f7243b5eb
@ -124,7 +124,7 @@ u32 TransformDrawEngine::NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inP
|
||||
}
|
||||
|
||||
// Okay, there we are! Return the new type (but keep the index bits)
|
||||
return GE_VTYPE_TC_FLOAT | GE_VTYPE_COL_8888 | GE_VTYPE_NRM_FLOAT | GE_VTYPE_POS_FLOAT | (vertType & GE_VTYPE_IDX_MASK);
|
||||
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));
|
||||
}
|
||||
|
||||
u32 TransformDrawEngine::NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, int lowerBound, int upperBound, u32 vertType) {
|
||||
|
Loading…
Reference in New Issue
Block a user