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authorJules Blok <jules.blok@gmail.com>2015-06-06 20:07:49 +0200
committerJules Blok <jules.blok@gmail.com>2015-06-06 20:07:49 +0200
commit5650b9e970de0fe8d57d7c7d38519534e9447f8e (patch)
tree76df00f6e69b26318e201b6d38bf3532233a807b /Source/Core/VideoBackends/D3D/Render.cpp
parentd3e47dfcf573e3fef422517799a52e3b5aa5c91d (diff)
Revert "OGL: Use floating point arithmetic to scale the depth value."
This reverts commit 05f42f94a0442fef64c994cb78f4d621bb1fc7ff.
Diffstat (limited to 'Source/Core/VideoBackends/D3D/Render.cpp')
-rw-r--r--Source/Core/VideoBackends/D3D/Render.cpp1
1 files changed, 1 insertions, 0 deletions
diff --git a/Source/Core/VideoBackends/D3D/Render.cpp b/Source/Core/VideoBackends/D3D/Render.cpp
index 63a0b708af..07106075f6 100644
--- a/Source/Core/VideoBackends/D3D/Render.cpp
+++ b/Source/Core/VideoBackends/D3D/Render.cpp
@@ -429,6 +429,7 @@ 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)