Bit of cleanup and fixing of one issue that was noticeable in SMS with Mario's shadow.

This commit is contained in:
Ryan Houdek
2012-10-27 22:50:06 -05:00
parent dfb3c44d1a
commit fb92c338af
5 changed files with 46 additions and 46 deletions

View File

@ -474,6 +474,7 @@ Renderer::Renderer()
glBlendColorEXT(0, 0, 0, 0.5f);
glClearDepth(1.0f);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
// legacy multitexturing: select texture channel only.
glActiveTexture(GL_TEXTURE0);
glClientActiveTexture(GL_TEXTURE0);
@ -1154,18 +1155,19 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
};
glClientActiveTexture(GL_TEXTURE0);
glTexCoordPointer(2, GL_FLOAT, 0, tex1);
if (applyShader)
{
glMultiTexCoord2fARB(GL_TEXTURE1, 0, 0);
glMultiTexCoord2fARB(GL_TEXTURE1, 0, 1);
glMultiTexCoord2fARB(GL_TEXTURE1, 1, 1);
glMultiTexCoord2fARB(GL_TEXTURE1, 1, 0);
glMultiTexCoord2f(GL_TEXTURE1, 0, 0);
glMultiTexCoord2f(GL_TEXTURE1, 0, 1);
glMultiTexCoord2f(GL_TEXTURE1, 1, 1);
glMultiTexCoord2f(GL_TEXTURE1, 1, 0);
}
glVertexPointer(3, GL_FLOAT, 0, vtx1);
glTexCoordPointer(2, GL_FLOAT, 0, tex1);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
if(applyShader)
PixelShaderCache::DisableShader();
}