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D3D9: Set the right Z in ApplyBounds
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2 changed files with 7 additions and 5 deletions
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@ -339,7 +339,7 @@ public:
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const float right = u2 * invHalfWidth - 1.0f + xoff;
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const float top = v1 * invHalfHeight - 1.0f + yoff;
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const float bottom = v2 * invHalfHeight - 1.0f + yoff;
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float z = 0.0f; // was -1.0f for some reason
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float z = 0.0f;
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// Points are: BL, BR, TL, TR.
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verts_[0].pos = Pos(left, bottom, z);
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verts_[1].pos = Pos(right, bottom, z);
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@ -349,11 +349,13 @@ public:
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const float right = u2 * invHalfWidth - 1.0f + xoff;
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const float top = v1 * invHalfHeight - 1.0f + yoff;
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const float bottom = v2 * invHalfHeight - 1.0f + yoff;
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float z = 0.0f;
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// Points are: BL, BR, TR, TL.
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verts_[0].pos = Pos(left, bottom, -1.0f);
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verts_[1].pos = Pos(right, bottom, -1.0f);
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verts_[2].pos = Pos(right, top, -1.0f);
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verts_[3].pos = Pos(left, top, -1.0f);
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verts_[0].pos = Pos(left, bottom, z);
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verts_[1].pos = Pos(right, bottom, z);
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verts_[2].pos = Pos(right, top, z);
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verts_[3].pos = Pos(left, top, z);
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// And also the UVs, same order.
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const float uvleft = u1 * invWidth;
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