update comment in CxbxUpdateHostTextureScaling()
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@ -11435,10 +11435,8 @@ void CxbxUpdateHostTextureScaling()
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// Determine the texture coordinate addressing this texture stage
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texCoordIndex = (texCoordIndexState & 0x3); // 0 - 3
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// NV2A doesn't preserve X_D3DTSS_TEXCOORDINDEX, so we keep it as stage value.
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// this code is redundant because in pgraph we already set NV2ATextureStates.Set(stage, xbox::X_D3DTSS_TEXCOORDINDEX)as stage
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//if (is_pgraph_using_NV2A_Kelvin())
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// texCoordIndex = stage; // 0 - 3
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// NV2A doesn't preserve X_D3DTSS_TEXCOORDINDEX, instead xbox api maps the texcoord index directly when setting up vertex attr. offset.
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// we already revers the texcoord index via vertex attr. offset mapping when we compose vertex format and stream info from NV2A.
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}
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auto texCoordScale = &texcoordScales[texCoordIndex];
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