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authorpierre <pierre@pirsoft.de>2010-09-23 19:38:49 +0000
committerpierre <pierre@pirsoft.de>2010-09-23 19:38:49 +0000
commit91036ae160b82bd58a6c93fe80f8ace9226428d2 (patch)
tree77e45acef836a9f3d35b51c025479bb525c076b2 /Source/Core/InputCommon/Src/ControllerInterface/DInput/DInput.cpp
parente641323de2bd262fbc6bd4adf2299f5c0c7b33c0 (diff)
Slightly adjust z-values calculated in the vertex shader so OGL does not clip the
final rendering of (at least) Sonic Unleashed. This should be (nearly) invisible in Z16 depth copies and in games, but there is some chance that it collides with other such border cases. There probably is some room to decrease the adjustment but 9999999/10000000 is not enough. A static offset may be an option, too. I don't know if the game can/does set something like that. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6225 8ced0084-cf51-0410-be5f-012b33b47a6e
Diffstat (limited to 'Source/Core/InputCommon/Src/ControllerInterface/DInput/DInput.cpp')
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