VideoSoftware: Fail less at clamping.

This commit is contained in:
NeoBrainX 2013-03-28 23:33:38 +01:00
parent 6e88ae9695
commit fb28349056
1 changed files with 1 additions and 1 deletions

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@ -759,7 +759,7 @@ void Tev::Draw()
float offset = (Position[0] - (bpmem.fogRange.Base.Center - 342)) / (float)swxfregs.viewport.wd;
// Based on that, choose the index such that points which are far away from the z-axis use the 10th "k" value and such that central points use the first value.
int index = 9 - std::abs(offset) * 9.f;
index = (index < 0) ? 0 : (index > 9) ? 9 : 0; // TODO: Shouldn't be necessary!
index = (index < 0) ? 0 : (index > 9) ? 9 : index; // TODO: Shouldn't be necessary!
// Look up coefficient... Seems like multiplying by 4 makes Fortune Street work properly (fog is too strong without the factor)
float k = bpmem.fogRange.K[index/2].GetValue(index%2) * 4.f;
float x_adjust = sqrt(offset*offset + k*k)/k;