Ensure that ZSlopes save/restore state correctly.

Had to re-do *ShaderManager so they saved their constant arrays
instead of completly rebuilding them on restore state.
This commit is contained in:
Scott Mansell
2015-01-16 05:29:39 +13:00
parent 128d303656
commit e88c02dece
6 changed files with 72 additions and 80 deletions

View File

@ -241,6 +241,7 @@ void VertexManager::Flush()
void VertexManager::DoState(PointerWrap& p)
{
p.Do(ZSlope);
g_vertex_manager->vDoState(p);
}