Removed "fix small Z values" setting.

Not a proper fix for the issues some games have.
This commit is contained in:
Jean-Philip Desjardins 2016-01-09 23:33:03 -05:00
parent efb08e9f5c
commit a8b125fe4d
2 changed files with 4 additions and 16 deletions

View File

@ -41,7 +41,6 @@ CGSH_OpenGL::CGSH_OpenGL()
: m_pCvtBuffer(nullptr)
{
CAppConfig::GetInstance().RegisterPreferenceBoolean(PREF_CGSH_OPENGL_FORCEBILINEARTEXTURES, false);
CAppConfig::GetInstance().RegisterPreferenceBoolean(PREF_CGSH_OPENGL_FIXSMALLZVALUES, false);
LoadSettings();
@ -280,7 +279,6 @@ void CGSH_OpenGL::LoadState(Framework::CZipArchiveReader& archive)
void CGSH_OpenGL::LoadSettings()
{
m_forceBilinearTextures = CAppConfig::GetInstance().GetPreferenceBoolean(PREF_CGSH_OPENGL_FORCEBILINEARTEXTURES);
m_fixSmallZValues = CAppConfig::GetInstance().GetPreferenceBoolean(PREF_CGSH_OPENGL_FIXSMALLZVALUES);
}
void CGSH_OpenGL::InitializeRC()
@ -430,18 +428,10 @@ float CGSH_OpenGL::GetZ(float nZ)
return -1;
}
if(m_fixSmallZValues && (nZ < 256))
{
//The number is small, so scale to a smaller ratio (65536)
return (nZ - 32768.0f) / 32768.0f;
}
else
{
nZ -= m_nMaxZ;
if(nZ > m_nMaxZ) return 1.0;
if(nZ < -m_nMaxZ) return -1.0;
return nZ / m_nMaxZ;
}
nZ -= m_nMaxZ;
if(nZ > m_nMaxZ) return 1.0;
if(nZ < -m_nMaxZ) return -1.0;
return nZ / m_nMaxZ;
}
/////////////////////////////////////////////////////////////

View File

@ -10,7 +10,6 @@
#include "opengl/Resource.h"
#define PREF_CGSH_OPENGL_FORCEBILINEARTEXTURES "renderer.opengl.forcebilineartextures"
#define PREF_CGSH_OPENGL_FIXSMALLZVALUES "renderer.opengl.fixsmallzvalues"
class CGSH_OpenGL : public CGSHandler
{
@ -312,7 +311,6 @@ private:
float m_nMaxZ;
bool m_forceBilinearTextures = false;
bool m_fixSmallZValues = false;
uint8* m_pCvtBuffer;