Revert latest fliptexture hack. This seems to work better.

This commit is contained in:
Henrik Rydgard 2013-03-11 20:26:04 +01:00
parent bb8ab4b1d5
commit 724a7c8c93
2 changed files with 10 additions and 4 deletions

View file

@ -48,6 +48,12 @@ static bool IsAlphaTestTriviallyTrue() {
case GE_COMP_GEQUAL:
if (alphaTestRef == 0)
return true;
// This breaks the trees in MotoGP, for example.
// case GE_COMP_GREATER:
//if (alphaTestRef == 0 && (gstate.alphaBlendEnable & 1) && gstate.getBlendFuncA() == GE_SRCBLEND_SRCALPHA && gstate.getBlendFuncB() == GE_SRCBLEND_INVSRCALPHA)
// return true;
case GE_COMP_LEQUAL:
if (alphaTestRef == 255)
return true;

View file

@ -640,10 +640,10 @@ void TransformDrawEngine::SoftwareTransformAndDraw(
transformed[index].fog = fogCoef;
memcpy(&transformed[index].u, uv, 2 * sizeof(float));
if (gstate_c.flipTexture) {
if (throughmode)
transformed[index].v = (float)gstate_c.actualTextureHeight / gstate_c.curTextureHeight - transformed[index].v;
else
transformed[index].v = 1.0f - transformed[index].v * 2.0f;
//if (throughmode)
// transformed[index].v = (float)gstate_c.actualTextureHeight / gstate_c.curTextureHeight - transformed[index].v;
//else
transformed[index].v = 1.0f - transformed[index].v; // * 2.0f;
}
for (int i = 0; i < 4; i++) {
transformed[index].color0[i] = c0[i] * 255.0f;