fix matrixes cache handle in some games. zeromus check it
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@ -628,13 +628,15 @@ static void SetVertex()
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POLY &poly = polylist->list[polylist->count];
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POLY &poly = polylist->list[polylist->count];
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//todo - dont overrun proj list
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//todo - dont overrun proj list
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//see if the last entry in the proj list matches the current matrix, if there is one.
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//see if the last entry in the proj list matches the current matrix, if there is one.
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if(projlist->count != 0 &&
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if(projlist->count != 0 &&
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//but as a speed hack, we consider the matrices different if the first element differs.
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//but as a speed hack, we consider the matrices different if the first element differs.
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//i think this should be good enough.
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//i think this should be good enough.
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//!MatrixCompare(mtxCurrent[0],projlist->projMatrix[projlist->count-1])
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!MatrixCompare(mtxCurrent[0],projlist->projMatrix[projlist->count-1])
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mtxCurrent[0][0] == projlist->projMatrix[projlist->count-1][0]
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// if compare only one value this is broke some games
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// zeromus check it please
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//mtxCurrent[0][0] == projlist->projMatrix[projlist->count-1][0]
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) {
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) {
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//it matches. use it
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//it matches. use it
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poly.projIndex = projlist->count-1;
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poly.projIndex = projlist->count-1;
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