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Cleanup and refactor of zfreeze port
Based on the feedback from pull request #1767 I have put in most of degasus's suggestions in here now. I think we have a real winner here as moving the code to VertexManagerBase for a function has allowed OGL to utilize zfreeze now :) Correct use of the vertex pointer has also corrected most of the issue found in pull request #1767 that JMC47 stated. Which also for me now has Mario Tennis working with no polygon spikes on the characters anymore! Shadows are still an issue and probably in the other games with shadow problems. Rebel Strike also seems better but random skybox glitches can show up.
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committed by
Scott Mansell

parent
937844b9e3
commit
613781c765
@ -36,7 +36,7 @@ public:
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static void SetTexDims(int texmapid, u32 width, u32 height, u32 wraps, u32 wrapt);
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static void SetZTextureBias();
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static void SetViewportChanged();
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static void SetZSlopeChanged(float dfdx, float dfdy, float f0);
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static void SetZSlope(float dfdx, float dfdy, float f0);
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static void SetIndMatrixChanged(int matrixidx);
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static void SetTevKSelChanged(int id);
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static void SetZTextureTypeChanged();
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@ -51,7 +51,6 @@ public:
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static bool s_bFogRangeAdjustChanged;
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static bool s_bViewPortChanged;
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static bool s_bZSlopeChanged;
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// These colors aren't available from global BP state,
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// hence we keep a copy of them around.
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