mirror of https://github.com/PCSX2/pcsx2.git
gsdx ogl: Finalize the urban chaos workaround
Rendering must be nice now
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14e1ed06df
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e0581ee771
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@ -374,7 +374,7 @@ void GSRendererHW::Draw()
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const bool draw_sprite_tex = PRIM->TME && (m_vt.m_primclass == GS_SPRITE_CLASS);
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const GSVector4 delta_p = m_vt.m_max.p - m_vt.m_min.p;
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bool single_page = (delta_p.x <= 64.0f) && (delta_p.y <= 32.0f);
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bool single_page = (delta_p.x <= 64.0f) && (delta_p.y <= 64.0f);
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if (m_channel_shuffle) {
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m_channel_shuffle = draw_sprite_tex && (m_context->TEX0.PSM == PSM_PSMT8) && single_page;
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@ -773,8 +773,7 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
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// Pop
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GL_INS("Red channel");
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ps_sel.channel = 1;
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} else if (0 && (tex->m_texture->GetType() == GSTexture::DepthStencil) /*&& !(rt->m_32_bits_fmt)*/) {
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// FIXME add a 16 bit check
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} else if ((tex->m_texture->GetType() == GSTexture::DepthStencil) && !(tex->m_32_bits_fmt)) {
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GL_INS("Urban Chaos Crazyness");
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ps_sel.urban_chaos_hack = 1;
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} else {
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