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authorJules Blok <jules.blok@gmail.com>2015-05-20 13:48:34 +0200
committerJules Blok <jules.blok@gmail.com>2015-05-20 14:22:30 +0200
commit05f42f94a0442fef64c994cb78f4d621bb1fc7ff (patch)
treec6b28f49b7ba24ccd353a265dc75f8db5a2329f7 /Source/Core/VideoBackends/D3D/Render.cpp
parent05d60f4fef5fb7377ed1f2f905b48e93926501b3 (diff)
OGL: Use floating point arithmetic to scale the depth value.
Diffstat (limited to 'Source/Core/VideoBackends/D3D/Render.cpp')
-rw-r--r--Source/Core/VideoBackends/D3D/Render.cpp1
1 files changed, 0 insertions, 1 deletions
diff --git a/Source/Core/VideoBackends/D3D/Render.cpp b/Source/Core/VideoBackends/D3D/Render.cpp
index db841e5dd0..dd2ad1886f 100644
--- a/Source/Core/VideoBackends/D3D/Render.cpp
+++ b/Source/Core/VideoBackends/D3D/Render.cpp
@@ -428,7 +428,6 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
}
D3D::context->Unmap(read_tex, 0);
- // TODO: in RE0 this value is often off by one in Video_DX9 (where this code is derived from), which causes lighting to disappear
return ret;
}
else if (type == PEEK_COLOR)