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Merge pull request #5711 from raven02/patch-33
Divide by 65536.f instead of 65535.f
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@ -536,8 +536,8 @@ void TransformDrawEngine::ApplyDrawState(int prim) {
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// Sadly, as glViewport takes integers, we will not be able to support sub pixel offsets this way. But meh.
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// shaderManager_->DirtyUniform(DIRTY_PROJMATRIX);
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float zScale = getFloat24(gstate.viewportz1) / 65535.0f;
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float zOff = getFloat24(gstate.viewportz2) / 65535.0f;
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float zScale = getFloat24(gstate.viewportz1) / 65536.0f;
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float zOff = getFloat24(gstate.viewportz2) / 65536.0f;
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float depthRangeMin = zOff - zScale;
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float depthRangeMax = zOff + zScale;
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glstate.depthRange.set(depthRangeMin, depthRangeMax);
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