rasterize: little tweaks to fog
This commit is contained in:
parent
db610129bb
commit
c04caafcbf
|
@ -1284,11 +1284,9 @@ static void SoftRastRender()
|
||||||
//this is tested quite well in the sonic chronicles main map mode
|
//this is tested quite well in the sonic chronicles main map mode
|
||||||
//where depth values are used for trees etc you can walk behind
|
//where depth values are used for trees etc you can walk behind
|
||||||
u32 depth = clearDepth[adr];
|
u32 depth = clearDepth[adr];
|
||||||
//masking off fog for now
|
|
||||||
depth &= 0x7FFF;
|
|
||||||
//TODO - might consider a lookup table for this
|
|
||||||
dst->depth = gfx3d_extendDepth_15_to_24(depth);
|
|
||||||
dst->fogged = BIT15(depth);
|
dst->fogged = BIT15(depth);
|
||||||
|
//TODO - might consider a lookup table for this
|
||||||
|
dst->depth = gfx3d_extendDepth_15_to_24(depth&0x7FFF);
|
||||||
|
|
||||||
dstColor++;
|
dstColor++;
|
||||||
dst++;
|
dst++;
|
||||||
|
@ -1319,7 +1317,7 @@ static void SoftRastRender()
|
||||||
fogTable[i] = fogDensity[0];
|
fogTable[i] = fogDensity[0];
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
for(int j=0;j<31;j++) {
|
for(int j=0;j<32;j++) {
|
||||||
u32 value = gfx3d.fogOffset + increment*(j+1);
|
u32 value = gfx3d.fogOffset + increment*(j+1);
|
||||||
if(i<=value) {
|
if(i<=value) {
|
||||||
if(j==0) {
|
if(j==0) {
|
||||||
|
|
Loading…
Reference in New Issue