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.
This commit is contained in:
Gregory Hainaut 2015-04-14 18:39:26 +02:00
parent cde72300a5
commit 2da4a5e6bc
1 changed files with 4 additions and 4 deletions

View File

@ -296,7 +296,7 @@ void GSRendererHW::RoundSpriteOffset()
v[i+1].U = tx1 - half + 16;
} else {
v[i].U = tx0 + 15;
v[i+1].U = tx1 + 15 - 16;
v[i+1].U = tx1;
}
} else {
if (tx0 <= tx1) {
@ -304,7 +304,7 @@ void GSRendererHW::RoundSpriteOffset()
v[i+1].U = tx1 + 16;
} else {
v[i].U = tx0 + 15;
v[i+1].U = tx1 + 15 - 16;
v[i+1].U = tx1;
}
}
#endif
@ -315,7 +315,7 @@ void GSRendererHW::RoundSpriteOffset()
v[i+1].V = ty1 - half + 16;
} else {
v[i].V = ty0 + 15;
v[i+1].V = ty1 + 15 - 16;
v[i+1].V = ty1;
}
} else {
if (ty0 <= ty1) {
@ -323,7 +323,7 @@ void GSRendererHW::RoundSpriteOffset()
v[i+1].V = ty1 + 16;
} else {
v[i].V = ty0 + 15;
v[i+1].V = ty1 + 15 - 16;
v[i+1].V = ty1;
}
}
#endif