SoftGPU: Fix texture vertex preview in debugger.

This commit is contained in:
Unknown W. Brackets 2017-05-14 08:48:26 -07:00
parent 262c3483cf
commit 94c138fd83

View file

@ -536,15 +536,15 @@ bool TransformUnit::GetCurrentSimpleVertices(int count, std::vector<GPUDebugVert
DrawingCoords drawPos = ScreenToDrawing(screenPos);
if (gstate.vertType & GE_VTYPE_TC_MASK) {
vertices[i].u = vert.uv[0];
vertices[i].v = vert.uv[1];
vertices[i].u = vert.uv[0] * (float)gstate.getTextureWidth(0);
vertices[i].v = vert.uv[1] * (float)gstate.getTextureHeight(0);
} else {
vertices[i].u = 0.0f;
vertices[i].v = 0.0f;
}
vertices[i].x = drawPos.x;
vertices[i].y = drawPos.y;
vertices[i].z = 1.0;
vertices[i].z = drawPos.z;
if (gstate.vertType & GE_VTYPE_COL_MASK) {
memcpy(vertices[i].c, vert.color, sizeof(vertices[i].c));
} else {
@ -553,5 +553,9 @@ bool TransformUnit::GetCurrentSimpleVertices(int count, std::vector<GPUDebugVert
}
}
// The GE debugger expects these to be set.
gstate_c.curTextureWidth = gstate.getTextureWidth(0);
gstate_c.curTextureHeight = gstate.getTextureHeight(0);
return true;
}