mirror of https://github.com/PCSX2/pcsx2.git
gsdx-ogl-wnd:
* properly set the stencil write mask * Multiply Y coodinates by -1. Let's hope it fixes shadows gliches. git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5656 96395faa-99c1-11dd-bbfe-3dabce05a288
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@ -209,8 +209,11 @@ public:
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uint32 ref = sref;
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if (m_stencil_enable) {
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glEnable(GL_STENCIL_TEST);
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// Note: here the mask control which bitplane is considered by the operation
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glStencilFunc(m_stencil_func, ref, m_stencil_mask);
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glStencilOp(m_stencil_sfail_op, m_stencil_spass_dfail_op, m_stencil_spass_dpass_op);
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// Control which stencil bitplane are written
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glStencilMask(m_stencil_mask);
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} else
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glDisable(GL_STENCIL_TEST);
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}
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@ -238,10 +238,10 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
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{GSVector4(dst.x, -dst.w, 0.5f, 1.0f), GSVector2(src.x, src.w)},
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{GSVector4(dst.z, -dst.w, 0.5f, 1.0f), GSVector2(src.z, src.w)},
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#else
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{GSVector4(dst.x, -dst.w, 0.5f, 1.0f), GSVector2(src.x, src.y)},
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{GSVector4(dst.z, -dst.w, 0.5f, 1.0f), GSVector2(src.z, src.y)},
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{GSVector4(dst.x, -dst.y, 0.5f, 1.0f), GSVector2(src.x, src.w)},
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{GSVector4(dst.z, -dst.y, 0.5f, 1.0f), GSVector2(src.z, src.w)},
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{GSVector4(dst.x, dst.y, 0.5f, 1.0f), GSVector2(src.x, src.y)},
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{GSVector4(dst.z, dst.y, 0.5f, 1.0f), GSVector2(src.z, src.y)},
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{GSVector4(dst.x, dst.w, 0.5f, 1.0f), GSVector2(src.x, src.w)},
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{GSVector4(dst.z, dst.w, 0.5f, 1.0f), GSVector2(src.z, src.w)},
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#endif
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};
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//fprintf(stderr, "DATE A:%fx%f B:%fx%f\n", dst.x, -dst.y, dst.z, -dst.w);
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