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Don't truncate the through mode bit in the vertex type during normalization. Normalization is used to convert different vertex types to a singular normalized one but the through-mode bit should be preserved. This only affects (fixes) spline and bezier draw commands. The only thing that was broken was games that drew splines/beziers with through-mode and have matricies that differ significantly from the identity (didn't load identity before drawing). This should not break anything and fix #5087 . |
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.. | ||
Common | ||
Debugger | ||
Directx9 | ||
GLES | ||
Null | ||
Software | ||
CMakeLists.txt | ||
ge_constants.h | ||
GeDisasm.cpp | ||
GeDisasm.h | ||
GPU.vcxproj | ||
GPU.vcxproj.filters | ||
GPUCommon.cpp | ||
GPUCommon.h | ||
GPUInterface.h | ||
GPUState.cpp | ||
GPUState.h | ||
GPUXbox.vcxproj | ||
GPUXbox.vcxproj.filters | ||
Math3D.cpp | ||
Math3D.h |