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authorTommaso Checchi <tommaso.checchi1@gmail.com>2017-10-18 02:02:56 -0700
committerTommaso Checchi <tommaso.checchi1@gmail.com>2017-10-27 00:45:20 -0700
commit5fb6ceac452fa7960301d132f2f044073045564a (patch)
treef9591414a257597d734b7177f448f8691a2d9cc6 /Source/Core/VideoBackends/D3D/D3DState.cpp
parent802fda26ab0959f92327a37fac966d728c8dcc5f (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.cpp2
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)
{