VideoSW: Clear normal vertex data.
This data might not be initialized but used for lighting. This matches our ShaderGen usage in VertexShaderGen.cpp:166.
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@ -196,6 +196,7 @@ void SWVertexLoader::LoadVertex()
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// transform this vertex so that it can be used for rasterization (outVertex)
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// transform this vertex so that it can be used for rasterization (outVertex)
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OutputVertexData* outVertex = m_SetupUnit->GetVertex();
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OutputVertexData* outVertex = m_SetupUnit->GetVertex();
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TransformUnit::TransformPosition(&m_Vertex, outVertex);
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TransformUnit::TransformPosition(&m_Vertex, outVertex);
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memset(&outVertex->normal, 0, sizeof(outVertex->normal));
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if (g_main_cp_state.vtx_desc.Normal != NOT_PRESENT)
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if (g_main_cp_state.vtx_desc.Normal != NOT_PRESENT)
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{
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{
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TransformUnit::TransformNormal(&m_Vertex, m_CurrentVat->g0.NormalElements, outVertex);
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TransformUnit::TransformNormal(&m_Vertex, m_CurrentVat->g0.NormalElements, outVertex);
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