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authorrodolfoosvaldobogado <rodolfoosvaldobogado@gmail.com>2012-03-27 15:44:58 -0300
committerrodolfoosvaldobogado <rodolfoosvaldobogado@gmail.com>2012-03-27 15:44:58 -0300
commit450dcc9d2cd874f6ab40d4a339afc29f55751319 (patch)
tree30e8f86fbae1ee3e8356e3d3d71e549abe5a77b5 /Source/Core/Common
parent48eb791a4e103f9007d335b59ddf165fb36c3b1d (diff)
As requested, this is my implementation of zcomploc using a multi-pass algorithm. My apologize to the others devs for committing in the main branch but is the only way to get this tested as soon as possible.
please test for regressions, speed and for other issues fixed, as a example, the black color in water splash in super mario galaxy are fixed with this rev. please as soon as yo find a bug let me know.
Diffstat (limited to 'Source/Core/Common')
-rw-r--r--Source/Core/Common/Src/LinearDiskCache.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/Source/Core/Common/Src/LinearDiskCache.h b/Source/Core/Common/Src/LinearDiskCache.h
index 4c746e9b75..11d0a2ced8 100644
--- a/Source/Core/Common/Src/LinearDiskCache.h
+++ b/Source/Core/Common/Src/LinearDiskCache.h
@@ -24,7 +24,7 @@
// Increment this every time you change shader generation code.
enum
{
- LINEAR_DISKCACHE_VER = 6975
+ LINEAR_DISKCACHE_VER = 6984
};
// On disk format: