fix texcoord-from-vertex mode. it works like for normals (1.0 = 1/16 texel)
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5de98cd484
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@ -849,6 +849,7 @@ void SubmitPolygon()
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if (FlushAttributes & 0x2)
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z = w << wshift;
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else
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//z = vtx->Position[2]+0x7FFFFF;//((vtx->Position[2] + (w<<wshift)) * 0x1000) / (w<<(wshift+1));
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z = (((s64)vtx->Position[2] * 0x800000) / (w << wshift)) + 0x7FFEFF;
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// checkme
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@ -884,8 +885,8 @@ void SubmitVertex()
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if ((TexParam >> 30) == 3)
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{
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vertextrans->TexCoords[0] = (vertex[0]*TexMatrix[0] + vertex[1]*TexMatrix[4] + vertex[2]*TexMatrix[8] + vertex[3]*(RawTexCoords[0]<<8)) >> 20;
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vertextrans->TexCoords[1] = (vertex[0]*TexMatrix[1] + vertex[1]*TexMatrix[5] + vertex[2]*TexMatrix[9] + vertex[3]*(RawTexCoords[1]<<8)) >> 20;
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vertextrans->TexCoords[0] = ((vertex[0]*TexMatrix[0] + vertex[1]*TexMatrix[4] + vertex[2]*TexMatrix[8]) >> 24) + RawTexCoords[0];
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vertextrans->TexCoords[1] = ((vertex[0]*TexMatrix[1] + vertex[1]*TexMatrix[5] + vertex[2]*TexMatrix[9]) >> 24) + RawTexCoords[1];
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}
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else
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{
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@ -963,6 +964,8 @@ void SubmitVertex()
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s32 CalculateLighting()
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{
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// TODO: this requires matrix mode 2, apparently
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// hardware seems to read garbage when matrix mode isn't 2
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// also, non-normal normals seem to be treated as zero? or overflow to negative?
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if ((TexParam >> 30) == 2)
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{
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