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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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@ -451,14 +451,14 @@ void Renderer::ReinitView(int nNewWidth, int nNewHeight)
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//TODO: Return correct Values
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int Renderer::GetTargetWidth()
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{
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return 640;
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//return nBackbufferWidth;
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//return 640;
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return nBackbufferWidth;
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}
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int Renderer::GetTargetHeight()
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{
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return 480;
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//return nBackbufferHeight;
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//return 480;
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return nBackbufferHeight;
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}
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bool Renderer::CanBlendLogicOp()
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@ -663,21 +663,11 @@ void Renderer::Swap(const TRectangle& rc)
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for(int i = 1; i < 8; ++i) TextureMngr::DisableStage(i);
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GL_REPORT_ERRORD();
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//TODO: Do Correctly in a bit
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float FactorW = (float)640 / (float)nBackbufferWidth;
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float FactorH = (float)480 / (float)nBackbufferHeight;
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float Max = (FactorW < FactorH) ? FactorH : FactorW;
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float Temp = 1 / Max;
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FactorW *= Temp;
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FactorH *= Temp;
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0); glVertex2f(-FactorW,-FactorH);
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glTexCoord2f(0, (float)GetTargetHeight()); glVertex2f(-FactorW,FactorH);
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glTexCoord2f((float)GetTargetWidth(), (float)GetTargetHeight()); glVertex2f(FactorW,FactorH);
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glTexCoord2f((float)GetTargetWidth(), 0); glVertex2f(FactorW,-FactorH);
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glTexCoord2f(0, 0); glVertex2f(-1,-1);
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glTexCoord2f(0, (float)GetTargetHeight()); glVertex2f(-1,1);
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glTexCoord2f((float)GetTargetWidth(), (float)GetTargetHeight()); glVertex2f(1,1);
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glTexCoord2f((float)GetTargetWidth(), 0); glVertex2f(1,-1);
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glEnd();
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glBindTexture(GL_TEXTURE_RECTANGLE_NV, 0);
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