mirror of https://github.com/PCSX2/pcsx2.git
GSdx:
- The Xenosaga fix was wrong, this is better. - Disabled the pitch conversion code, it's too broken to be used :/ git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2058 96395faa-99c1-11dd-bbfe-3dabce05a288
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@ -554,6 +554,9 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
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if(dst->m_TEX0.TBW != TEX0.TBW) // && dst->m_TEX0.PSM == TEX0.PSM
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{
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//Better not do the code below, "fixes" like every game that ever gets here..
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delete src; return NULL;
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// sfex3 uses this trick (bw: 10 -> 5, wraps the right side below the left)
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// ASSERT(dst->m_TEX0.TBW > TEX0.TBW); // otherwise scale.x need to be reduced to make the larger texture fit (TODO)
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@ -592,16 +595,15 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
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}
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}
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}
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else if(tw < tp)
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{
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// FIXME: timesplitters blurs the render target by blending itself over a couple of times
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if(tw == 256 && th == 128 && tp == 512 && (TEX0.TBP0 == 0 || TEX0.TBP0 == 0x00e00))
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{
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return false;
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}
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}
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//else if(tw < tp)
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//{
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// // FIXME: timesplitters blurs the render target by blending itself over a couple of times
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// if(tw == 256 && th == 128 && tp == 512 && (TEX0.TBP0 == 0 || TEX0.TBP0 == 0x00e00))
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// {
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// return false;
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// }
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//}
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// width/height conversion
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GSVector2 scale = dst->m_texture->GetScale();
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@ -678,6 +680,7 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
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//Xenosaga 2 and 3 use it, Tales of Legendia as well.
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//It's always used for fog like effects.
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src->m_fmt = FMT_8;
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src->m_palette = m_renderer->m_dev->CreateTexture(256, 1);
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break;
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case PSM_PSMT4HL:
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src->m_fmt = FMT_4HL;
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