rasterize: remove a recent depth buffering regression in advance wars tile rendering
This commit is contained in:
parent
642cbae742
commit
83d9d24747
|
@ -53,7 +53,10 @@
|
|||
inline u32 gfx3d_extendDepth_15_to_24(u32 depth)
|
||||
{
|
||||
//formula from http://nocash.emubase.de/gbatek.htm#ds3drearplane
|
||||
return (depth*0x200)+((depth+1)>>15)*0x01FF;
|
||||
//return (depth*0x200)+((depth+1)>>15)*0x01FF;
|
||||
//but this is identical for values 0..0x7FFF. prove it to yourself with brute force.
|
||||
//i think this isnt right since we can't get up to 0x00FFFFFF
|
||||
return depth<<9;
|
||||
}
|
||||
|
||||
#define TEXMODE_NONE 0
|
||||
|
|
|
@ -501,7 +501,7 @@ static FORCEINLINE void pixel(int adr,float r, float g, float b, float invu, flo
|
|||
}
|
||||
else
|
||||
{
|
||||
if(depth>=destFragment.depth+1)
|
||||
if(depth>=destFragment.depth)
|
||||
{
|
||||
goto depth_fail;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue