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as sl1nk3.s say make the updates directly to the viewport and let the scale fixed in 2^24.
please test specially in paper mario and Killer 7 that where games where supposedly this was used. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4470 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -611,8 +611,8 @@ void UpdateViewport()
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vp.Width = (int)ceil(abs((int)(2 * xfregs.rawViewport[0])) * MValueX);
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vp.Height = (int)ceil(abs((int)(2 * xfregs.rawViewport[1])) * MValueY);
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//new depth equation , don't know if is correct but...
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vp.MinZ = (xfregs.rawViewport[5] - xfregs.rawViewport[2]+xfregs.Zoffset) / xfregs.ZScale;
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vp.MaxZ = (xfregs.rawViewport[5] + xfregs.Zoffset) / xfregs.ZScale;
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vp.MinZ = (xfregs.rawViewport[5] - xfregs.rawViewport[2]) / 16777216.0f;
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vp.MaxZ = xfregs.rawViewport[5] / 16777216.0f;
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// This seems to happen a lot - the above calc is probably wrong.
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if (vp.MinZ < 0.0f) vp.MinZ = 0.0f;
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