VertexShaderGen: Use reversed depth range.

This commit is contained in:
Jules Blok
2016-08-06 03:40:45 +02:00
parent e9e81ece65
commit 4582853af4
3 changed files with 8 additions and 5 deletions

View File

@ -1138,7 +1138,7 @@ void Renderer::SetViewport()
auto iceilf = [](float f) { return static_cast<GLint>(ceilf(f)); };
glViewport(iceilf(X), iceilf(Y), iceilf(Width), iceilf(Height));
}
glDepthRangef(0.0f, 16777215.0f / 16777216.0f);
glDepthRangef(16777215.0f / 16777216.0f, 0.0f);
}
void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable,