mirror of https://github.com/PCSX2/pcsx2.git
gsdx hack: use a 0 offset instead of -1
-1 is annoying because minimum value is 0. Instead to add more logic, let's try to use 0 which seems to be good enough (fix regressions on DQ8/AT) Unfortunately it causes a mini regression on taisho-mononoke. Rotation of sprite is done with 2 triangles. Potentially previous value wrongly recover this section.
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@ -296,7 +296,7 @@ void GSRendererHW::RoundSpriteOffset()
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v[i+1].U = tx1 - half + 16;
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} else {
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v[i].U = tx0 + 15;
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v[i+1].U = tx1 + 15 - 16;
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v[i+1].U = tx1;
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}
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} else {
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if (tx0 <= tx1) {
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@ -304,7 +304,7 @@ void GSRendererHW::RoundSpriteOffset()
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v[i+1].U = tx1 + 16;
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} else {
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v[i].U = tx0 + 15;
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v[i+1].U = tx1 + 15 - 16;
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v[i+1].U = tx1;
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}
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}
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#endif
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@ -315,7 +315,7 @@ void GSRendererHW::RoundSpriteOffset()
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v[i+1].V = ty1 - half + 16;
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} else {
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v[i].V = ty0 + 15;
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v[i+1].V = ty1 + 15 - 16;
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v[i+1].V = ty1;
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}
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} else {
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if (ty0 <= ty1) {
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@ -323,7 +323,7 @@ void GSRendererHW::RoundSpriteOffset()
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v[i+1].V = ty1 + 16;
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} else {
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v[i].V = ty0 + 15;
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v[i+1].V = ty1 + 15 - 16;
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v[i+1].V = ty1;
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}
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}
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#endif
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