gsdx ogl: fix bad interaction between accurate blending and geometry shader

Recent optimization allow to use triangle to render sprite even when gs is supported

close #1574
This commit is contained in:
Gregory Hainaut 2016-09-20 09:30:24 +02:00
parent c64e8f944e
commit b00ae974d2
1 changed files with 1 additions and 1 deletions

View File

@ -1010,7 +1010,7 @@ void GSRendererOGL::SendDraw()
glTextureBarrier(); glTextureBarrier();
dev->DrawIndexedPrimitive(); dev->DrawIndexedPrimitive();
} else if (m_vt.m_primclass == GS_SPRITE_CLASS) { } else if (m_vt.m_primclass == GS_SPRITE_CLASS) {
size_t nb_vertex = (GLLoader::found_geometry_shader) ? 2 : 6; size_t nb_vertex = (m_gs_sel.sprite == 1) ? 2 : 6;
GL_PUSH("Split the draw (SPRITE)"); GL_PUSH("Split the draw (SPRITE)");