Correct vertex preview of throughmode rects.

The texture was not highlighted correctly, since we didn't normalize all
coords.
This commit is contained in:
Unknown W. Brackets 2015-02-25 21:25:49 -08:00
parent 1170331b53
commit 518cabd991

View file

@ -106,8 +106,8 @@ static void ExpandRectangles(std::vector<GPUDebugVertex> &vertices, std::vector<
u16 v = 0;
GPUDebugVertex *vert = &newVerts[0];
u16 *ind = &newInds[0];
for (size_t i = 0, end = numInds; i < end; i += 2) {
const auto &orig_tl = useInds ? vertices[indices[i]] : vertices[i];
for (size_t i = 0; i < numInds; i += 2) {
const auto &orig_tl = useInds ? vertices[indices[i + 0]] : vertices[i + 0];
const auto &orig_br = useInds ? vertices[indices[i + 1]] : vertices[i + 1];
vert[0] = orig_br;
@ -219,7 +219,7 @@ void CGEDebugger::UpdatePrimPreview(u32 op) {
// TODO: Probably there's a better way and place to do this.
u16 minIndex = 0;
u16 maxIndex = count;
u16 maxIndex = count - 1;
if (!indices.empty()) {
minIndex = 0xFFFF;
maxIndex = 0;
@ -235,7 +235,7 @@ void CGEDebugger::UpdatePrimPreview(u32 op) {
const float invTexWidth = 1.0f / gstate_c.curTextureWidth;
const float invTexHeight = 1.0f / gstate_c.curTextureHeight;
for (u16 i = minIndex; i < maxIndex; ++i) {
for (u16 i = minIndex; i <= maxIndex; ++i) {
vertices[i].u *= invTexWidth;
vertices[i].v *= invTexHeight;
if (vertices[i].u > 1.0f || vertices[i].u < 0.0f)