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GL Plugin Now has High res instead of stretching to the res. No AA yet and shadows are wrong, which causes Sunshine to trip and a few others to have shadows in the upper left corner
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@218 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -526,19 +526,23 @@ bool SetScissorRect()
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{
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int xoff = bpmem.scissorOffset.x*2-342;
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int yoff = bpmem.scissorOffset.y*2-342;
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//printf("xoff: %d yoff: %d\n", xoff, yoff);
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RECT rc;
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rc.left=bpmem.scissorTL.x + xoff - 342;
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if (rc.left<0) rc.left=0;
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rc.top=bpmem.scissorTL.y + yoff - 342;
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if (rc.top<0) rc.top=0;
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rc.left = bpmem.scissorTL.x + xoff - 342;
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rc.left *= MValue;
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if (rc.left < 0) rc.left = 0;
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rc.top = bpmem.scissorTL.y + yoff - 342;
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rc.top *= MValue;
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if (rc.top < 0) rc.top = 0;
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rc.right=bpmem.scissorBR.x + xoff - 342 +1;
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if (rc.right>640) rc.right=640;
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rc.bottom=bpmem.scissorBR.y + yoff - 342 +1;
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if (rc.bottom>480) rc.bottom=480;
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rc.right = bpmem.scissorBR.x + xoff - 342 +1;
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rc.right *= MValue;
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if (rc.right > 640 * MValue) rc.right = 640 * MValue;
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rc.bottom = bpmem.scissorBR.y + yoff - 342 +1;
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rc.bottom *= MValue;
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if (rc.bottom > 480 * MValue) rc.bottom = 480 * MValue;
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PRIM_LOG("scissor: lt=(%d,%d),rb=(%d,%d),off=(%d,%d)\n", rc.left, rc.top, rc.right, rc.bottom, xoff, yoff);
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//printf("scissor: lt=(%d,%d),rb=(%d,%d),off=(%d,%d)\n", rc.left, rc.top, rc.right, rc.bottom, xoff, yoff);
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if( rc.right>=rc.left && rc.bottom>=rc.top ) {
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glScissor(rc.left, Renderer::GetTargetHeight()-(rc.bottom), (rc.right-rc.left), (rc.bottom-rc.top));
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