Fix missing shading in NSMBWii etc in the D3D plugin. Now, I'm not entirely sure why the existing code didn't work properly, but hey, this fixes it :)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4810 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -157,13 +157,13 @@ void LOADERDECL TexMtx_Write_Float2()
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VertexManager::s_pCurBufferPointer += 8;
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}
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void LOADERDECL TexMtx_Write_Short4()
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void LOADERDECL TexMtx_Write_Float4()
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{
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((s16*)VertexManager::s_pCurBufferPointer)[0] = 0;
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((s16*)VertexManager::s_pCurBufferPointer)[1] = 0;
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((s16*)VertexManager::s_pCurBufferPointer)[2] = s_curtexmtx[s_texmtxwrite++];
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((s16*)VertexManager::s_pCurBufferPointer)[3] = 0; // Just to fill out with 0.
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VertexManager::s_pCurBufferPointer += 8;
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((float*)VertexManager::s_pCurBufferPointer)[0] = 0;
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((float*)VertexManager::s_pCurBufferPointer)[1] = 0;
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((float*)VertexManager::s_pCurBufferPointer)[2] = s_curtexmtx[s_texmtxwrite++];
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((float*)VertexManager::s_pCurBufferPointer)[3] = 0; // Just to fill out with 0.
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VertexManager::s_pCurBufferPointer += 16;
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}
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VertexLoader::VertexLoader(const TVtxDesc &vtx_desc, const VAT &vtx_attr)
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@ -498,10 +498,10 @@ void VertexLoader::CompileVertexTranslator()
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else {
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m_NativeFmt->m_components |= VB_HAS_UV0 << i; // have to include since using now
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vtx_decl.texcoord_offset[i] = nat_offset;
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vtx_decl.texcoord_gl_type[i] = VAR_SHORT;
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vtx_decl.texcoord_gl_type[i] = VAR_FLOAT;
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vtx_decl.texcoord_size[i] = 4;
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nat_offset += 8; // still include the texture coordinate, but this time as 6 + 2 bytes
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WriteCall(TexMtx_Write_Short4);
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nat_offset += 16; // still include the texture coordinate, but this time as 6 + 2 bytes
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WriteCall(TexMtx_Write_Float4);
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}
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}
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else {
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@ -92,7 +92,9 @@ GLVertexFormat::~GLVertexFormat()
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inline GLuint VarToGL(VarType t)
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{
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static const GLuint lookup[5] = {GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT, GL_FLOAT};
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static const GLuint lookup[5] = {
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GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT, GL_FLOAT
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};
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return lookup[t];
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}
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