d3d: Correct render-to-texture effects.

Was checking the corners wrong.
This commit is contained in:
Unknown W. Brackets 2014-09-14 09:37:17 -07:00
parent 8175c014e2
commit bccb8dfb1e

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@ -404,11 +404,11 @@ void SoftwareTransform(
bool tlOutside;
bool brOutside;
if (gstate_c.flipTexture) {
tlOutside = transformed[0].v < -invTexH && transformed[0].v > 1.0f - heightFactor;
brOutside = transformed[1].v < -invTexH && transformed[1].v > 1.0f - heightFactor;
tlOutside = transformed[0].v < -invTexH && transformed[0].v >= 1.0f - heightFactor;
brOutside = transformed[1].v < -invTexH && transformed[1].v >= 1.0f - heightFactor;
} else {
tlOutside = transformed[0].v > invTexH && transformed[0].v > heightFactor - 1.0f;
brOutside = transformed[1].v > invTexH && transformed[1].v > heightFactor - 1.0f;
tlOutside = transformed[0].v <= heightFactor && transformed[0].v > 1.0f + invTexH;
brOutside = transformed[1].v <= heightFactor && transformed[1].v > 1.0f + invTexH;
}
if (tlOutside || brOutside) {
// Okay, so we're texturing from outside the framebuffer, but inside the texture height.