diff --git a/desmume/src/rasterize.cpp b/desmume/src/rasterize.cpp index 3fca1662a..50cfa4aed 100644 --- a/desmume/src/rasterize.cpp +++ b/desmume/src/rasterize.cpp @@ -525,13 +525,6 @@ static FORCEINLINE void pixel(int adr,float r, float g, float b, float invu, flo goto rejected_fragment; } - if(polyAttr.backfacing) { - shaderOutput.color.components.r = 31; - shaderOutput.color.components.g = 31; - shaderOutput.color.components.b = 31; - } - - destFragment.stencil = 0; } @@ -551,6 +544,7 @@ static FORCEINLINE void pixel(int adr,float r, float g, float b, float invu, flo //shadow polys have a special check here to keep from self-shadowing when user //has tried to prevent it from happening + //if this isnt here, then the vehicle select in mariokart will look terrible if(shader.mode == 3) { if(destFragment.polyid.opaque == polyAttr.polyid) @@ -561,10 +555,10 @@ static FORCEINLINE void pixel(int adr,float r, float g, float b, float invu, flo if(destFragment.polyid.translucent == polyAttr.polyid) goto rejected_fragment; - //this makes yoshi's feet in sm64 look better behind trees.. - if(shader.mode != 3) - destFragment.polyid.translucent = polyAttr.polyid; - //but we need to check whether his feet are SUPPOSED to be shadowed + //originally we were using a test case of shadows-behind-trees in sm64ds + //but, it looks bad in that game. this is actually correct + //if this isnt correct, then complex shape cart shadows in mario kart don't work right + destFragment.polyid.translucent = polyAttr.polyid; } //alpha blending and write color