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| author | Jules Blok <jules.blok@gmail.com> | 2015-06-06 20:07:49 +0200 |
|---|---|---|
| committer | Jules Blok <jules.blok@gmail.com> | 2015-06-06 20:07:49 +0200 |
| commit | 5650b9e970de0fe8d57d7c7d38519534e9447f8e (patch) | |
| tree | 76df00f6e69b26318e201b6d38bf3532233a807b /Source/Core/VideoBackends/D3D/Render.cpp | |
| parent | d3e47dfcf573e3fef422517799a52e3b5aa5c91d (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.cpp | 1 |
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) |
