clip space coordinates are now available in fragment shader because depth needs to be computed there instead of the vertex shader. computing it in the vertex shader causes incorrect results sometimes. worked on z textures but 8 bit z texture still is not correct because it breaks SSBM. RE0 now looks ok.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2163 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
donkopunchstania
2009-02-08 22:08:20 +00:00
parent 128313cdea
commit f5f99e8f04
7 changed files with 101 additions and 60 deletions

View File

@ -40,6 +40,7 @@ public:
static void SetDestAlpha(const ConstantAlpha& alpha);
static void SetTexDims(int texmapid, u32 width, u32 height, u32 wraps, u32 wrapt);
static void SetZTextureBias(u32 bias);
static void SetViewport(float* viewport);
static void SetIndTexScaleChanged();
static void SetIndMatrixChanged(int matrixidx);
@ -49,6 +50,7 @@ public:
static void SetTevOrderChanged(int id);
static void SetTevIndirectChanged(int id);
static void SetZTextureOpChanged();
static void SetZTextureTypeChanged();
static void SetTexturesUsed(u32 nonpow2tex);
static void SetTexDimsChanged(int texmapid);