diff options
| author | Tommaso Checchi <tommaso.checchi1@gmail.com> | 2017-10-18 02:02:56 -0700 |
|---|---|---|
| committer | Tommaso Checchi <tommaso.checchi1@gmail.com> | 2017-10-27 00:45:20 -0700 |
| commit | 5fb6ceac452fa7960301d132f2f044073045564a (patch) | |
| tree | f9591414a257597d734b7177f448f8691a2d9cc6 /Source/Core/VideoBackends/D3D/D3DState.cpp | |
| parent | 802fda26ab0959f92327a37fac966d728c8dcc5f (diff) | |
Fixed fog, lava, water in Mario Galaxy (and possibly other games) in higher IRs by detecting & fixing the mipmaps that aren't just used for downscaling, but are handmade to create a gradient.
Diffstat (limited to 'Source/Core/VideoBackends/D3D/D3DState.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/D3D/D3DState.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/Source/Core/VideoBackends/D3D/D3DState.cpp b/Source/Core/VideoBackends/D3D/D3DState.cpp index 56bcb58fa1..5732ffd21b 100644 --- a/Source/Core/VideoBackends/D3D/D3DState.cpp +++ b/Source/Core/VideoBackends/D3D/D3DState.cpp @@ -299,7 +299,7 @@ ID3D11SamplerState* StateCache::Get(SamplerState state) sampdc.AddressV = address_modes[static_cast<u32>(state.wrap_v.Value())]; sampdc.MaxLOD = state.max_lod / 16.f; sampdc.MinLOD = state.min_lod / 16.f; - sampdc.MipLODBias = (s32)state.lod_bias / 32.0f; + sampdc.MipLODBias = (s32)state.lod_bias / 256.f; if (state.anisotropic_filtering) { |
