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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
@ -41,6 +41,8 @@ public:
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static void DoState(PointerWrap& p);
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static void CalculateZSlope(u32 stride);
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protected:
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virtual void vDoState(PointerWrap& p) { }
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