diff --git a/plugins/GSdx/GSRenderer.cpp b/plugins/GSdx/GSRenderer.cpp index 93322b75dd..59c23ab8fe 100644 --- a/plugins/GSdx/GSRenderer.cpp +++ b/plugins/GSdx/GSRenderer.cpp @@ -752,7 +752,7 @@ bool GSRenderer::IsLinear() } // if FST => assume Q = 1.0f (should not, but Q is very often bogus, 0 or DEN) // Fixme : Why should Q be bogus? - if(!TEX1.LCM /*&& !PRIM->FST*/) + if(!TEX1.LCM && !PRIM->FST) { float K = (float)TEX1.K / 16; float f = (float)(1 << TEX1.L) / log(2.0f); diff --git a/plugins/GSdx/GSTextureCache.cpp b/plugins/GSdx/GSTextureCache.cpp index f79740d6cb..0d5d569776 100644 --- a/plugins/GSdx/GSTextureCache.cpp +++ b/plugins/GSdx/GSTextureCache.cpp @@ -563,7 +563,9 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con if(dst->m_TEX0.TBW != TEX0.TBW) // && dst->m_TEX0.PSM == TEX0.PSM { //Better not do the code below, "fixes" like every game that ever gets here.. - delete src; return NULL; + //Edit: Ratchet and Clank needs this to show most of it's graphics at all. + //Someone else fix this please, I can't :p + //delete src; return NULL; // sfex3 uses this trick (bw: 10 -> 5, wraps the right side below the left)