mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 06:09:50 -06:00
As requested, this is my implementation of zcomploc using a multi-pass algorithm. My apologize to the others devs for committing in the main branch but is the only way to get this tested as soon as possible.
please test for regressions, speed and for other issues fixed, as a example, the black color in water splash in super mario galaxy are fixed with this rev. please as soon as yo find a bug let me know.
This commit is contained in:
@ -264,13 +264,13 @@ void VertexManager::vFlush()
|
||||
unsigned int stride = g_nativeVertexFmt->GetVertexStride();
|
||||
g_nativeVertexFmt->SetupVertexPointers();
|
||||
|
||||
g_renderer->ApplyState(useDstAlpha);
|
||||
g_renderer->ApplyState(useDstAlpha ? RSM_UseDstAlpha : RSM_None);
|
||||
LoadBuffers();
|
||||
Draw(stride);
|
||||
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true);
|
||||
|
||||
g_renderer->RestoreState();
|
||||
g_renderer->RestoreState(useDstAlpha ? RSM_UseDstAlpha : RSM_None);
|
||||
|
||||
shader_fail:
|
||||
ResetBuffer();
|
||||
|
Reference in New Issue
Block a user