fix texture handling for texels with MSB set (fixes some texture corruption)
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@ -4,6 +4,7 @@ Graphics:
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bug: 3d compositing integrated into GPU engine (more precision and speed in cases where no compositing needed) [luigi__]
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bug: Add optional fragment shading pipeline (more precision) [luigi__]
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bug: fix texture mapping across texture banks [zeromus]
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bug: fix texture handling for texels with MSB set (fixes texture corruption) [zeromus]
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enh: dont memcmp for texcache validity when the texture banks arent unmapping [zeromus]
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0.8 -> 0.9
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@ -133,7 +133,7 @@ extern GFX3D gfx3d;
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#define RGB16TO32(col,alpha) (((alpha)<<24) | ((((col) & 0x7C00)>>7)<<16) | ((((col) & 0x3E0)>>2)<<8) | (((col) & 0x1F)<<3))
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//produce a 32bpp color from a ds RGB15 plus an 8bit alpha, using a table
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#define RGB15TO32(col,alpha8) ( ((alpha8)<<24) | color_15bit_to_24bit[col] )
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#define RGB15TO32(col,alpha8) ( ((alpha8)<<24) | color_15bit_to_24bit[col&0x7FFF] )
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//produce a 32bpp color from a ds RGB15 plus an 8bit alpha, not using a table (but using other tables)
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#define RGB15TO32_DIRECT(col,alpha8) ( ((alpha8)<<24) | (material_5bit_to_8bit[((col)>>10)&0x1F]<<16) | (material_5bit_to_8bit[((col)>>5)&0x1F]<<8) | material_5bit_to_8bit[(col)&0x1F] )
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