diff --git a/GPU/Common/SplineCommon.cpp b/GPU/Common/SplineCommon.cpp index fc56f65ae9..a4d7cbf683 100644 --- a/GPU/Common/SplineCommon.cpp +++ b/GPU/Common/SplineCommon.cpp @@ -177,8 +177,8 @@ void _SplinePatchFullQuality(u8 *&dest, int &count, const SplinePatchLocal &spa // Increase tesselation based on the size. Should be approximately right? // JPCSP is wrong at least because their method results in square loco roco. - int patch_div_s = (spatch.count_u - 3) * gstate.getPatchDivisionU() / 3; - int patch_div_t = (spatch.count_v - 3) * gstate.getPatchDivisionV() / 3; + int patch_div_s = (spatch.count_u - 3) * gstate.getPatchDivisionU(); + int patch_div_t = (spatch.count_v - 3) * gstate.getPatchDivisionV(); if (patch_div_s <= 0) patch_div_s = 1; if (patch_div_t <= 0) patch_div_t = 1; diff --git a/GPU/GLES/Spline.cpp b/GPU/GLES/Spline.cpp index 8707c8a1be..1f5df30ad2 100644 --- a/GPU/GLES/Spline.cpp +++ b/GPU/GLES/Spline.cpp @@ -162,8 +162,8 @@ void TransformDrawEngine::SubmitBezier(void* control_points, void* indices, int // like the splines, so we subdivide across the whole "mega-patch". if (num_patches_u == 0) num_patches_u = 1; if (num_patches_v == 0) num_patches_v = 1; - int tess_u = gstate.getPatchDivisionU() / num_patches_u; - int tess_v = gstate.getPatchDivisionV() / num_patches_v; + int tess_u = gstate.getPatchDivisionU(); + int tess_v = gstate.getPatchDivisionV(); if (tess_u < 4) tess_u = 4; if (tess_v < 4) tess_v = 4;