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.
This commit is contained in:
NanoByte011
2014-12-26 01:25:24 -07:00
committed by Scott Mansell
parent 937844b9e3
commit 613781c765
9 changed files with 57 additions and 114 deletions

View File

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