GPU/HW: Fix too-large polygon culling
Fixes graphical corruption in some levels of Point Blank 2.
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@ -204,7 +204,7 @@ void GPU_HW::LoadVertices()
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// Cull polygons which are too large.
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const s32 min_x_12 = std::min(vertices[1].x, vertices[2].x);
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const s32 max_x_12 = std::max(vertices[2].x, vertices[2].x);
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const s32 max_x_12 = std::max(vertices[1].x, vertices[2].x);
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const s32 min_y_12 = std::min(vertices[1].y, vertices[2].y);
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const s32 max_y_12 = std::max(vertices[1].y, vertices[2].y);
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const s32 min_x = std::min(min_x_12, vertices[2].x);
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@ -236,9 +236,9 @@ void GPU_HW::LoadVertices()
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if (rc.quad_polygon)
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{
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const s32 min_x_123 = std::min(min_x_12, vertices[3].x);
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const s32 max_x_123 = std::max(min_x_12, vertices[3].x);
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const s32 max_x_123 = std::max(max_x_12, vertices[3].x);
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const s32 min_y_123 = std::min(min_y_12, vertices[3].y);
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const s32 max_y_123 = std::max(min_y_12, vertices[3].y);
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const s32 max_y_123 = std::max(max_y_12, vertices[3].y);
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// Cull polygons which are too large.
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if ((max_x_123 - min_x_123) >= MAX_PRIMITIVE_WIDTH || (max_y_123 - min_y_123) >= MAX_PRIMITIVE_HEIGHT)
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