TETRAEDGE: Disable workaround for texture edges

Speculative fix for non-power-2 textures which might be causing bug #14418.
This commit is contained in:
Matthew Duggan 2023-08-19 15:39:44 +09:00
parent e01f0a1ce9
commit 0a42f638b1

View File

@ -78,14 +78,12 @@ bool Te3DTexture::load(const Common::FSNode &node) {
/*static*/
TeVector2s32 Te3DTexture::optimisedSize(const TeVector2s32 &size) {
//
// Note: When we enabled optimized sizes it leaves artifacts around movies
// etc unless the render size is exactly 800x600.
// Note: When we enable optimized sizes it can leave artifacts around
// movies etc unless the render size is exactly 800x600.
//
// This probably means there is a rounding error somewhere else, just leave
// off for now.
// There is a workaround to clear some of the texture data in
// Te3DTextureOpenGL::load to fix this.
//
if (g_engine->getDefaultScreenWidth() != 800)
return size;
// The maths here is a bit funky but it just picks the nearest power of 2 (up)
int xsize = size._x - 1;