disable throttling when frameskip is 0 in windows, so you can sort of fast forward, or test how fast the emu is running. also revert a couple hacks in oglrender which I do think cause a net glitch count increase
This commit is contained in:
parent
19f9cd36fc
commit
36e1fee5fe
|
@ -197,7 +197,7 @@ static ALIGN(16) u8 GPU_screen3D [256*192*4];
|
|||
|
||||
static const unsigned short map3d_cull[4] = {GL_FRONT_AND_BACK, GL_FRONT, GL_BACK, 0};
|
||||
static const int texEnv[4] = { GL_MODULATE, GL_DECAL, GL_MODULATE, GL_MODULATE };
|
||||
static const int depthFunc[2] = { /*GL_LESS*/GL_LEQUAL, GL_EQUAL };
|
||||
static const int depthFunc[2] = { GL_LESS, GL_EQUAL };
|
||||
static bool needRefreshFramebuffer = false;
|
||||
static unsigned char texMAP[1024*2048*4];
|
||||
static unsigned int textureMode=TEXMODE_NONE;
|
||||
|
@ -1122,8 +1122,8 @@ static void BeginRenderPoly()
|
|||
|
||||
setTexture(textureFormat, texturePalette);
|
||||
|
||||
// if(isTranslucent)
|
||||
// enableDepthWrite = alphaDepthWrite;
|
||||
if(isTranslucent)
|
||||
enableDepthWrite = alphaDepthWrite;
|
||||
|
||||
//handle shadow polys
|
||||
if(envMode == 3)
|
||||
|
|
|
@ -1027,9 +1027,10 @@ DWORD WINAPI run()
|
|||
NDS_SkipFrame(true);
|
||||
}
|
||||
|
||||
while(SpeedThrottle())
|
||||
{
|
||||
}
|
||||
if(frameskiprate != 0)
|
||||
while(SpeedThrottle())
|
||||
{
|
||||
}
|
||||
|
||||
if (autoframeskipenab)
|
||||
{
|
||||
|
|
Loading…
Reference in New Issue