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authorhthh <hthh@hh.ht>2016-06-13 15:41:29 +1000
committerhthh <hthh@hh.ht>2016-07-04 18:54:49 +1000
commit8be5717a60a4c4fbd29a0968a9f331152ff581e3 (patch)
tree3cb3eb8fc7991eded6fdd5bf5ac35a633439d62e /Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp
parentf8bf839e36ecd0addcc07b841a1dca66bf90dca9 (diff)
Improve PerfQuery accuracy
In TimeSplitters: Future Perfect, PerfQuery is used to detect the visibility of lights and draw coronas. 25 points are drawn for each light. However, the returned count was incorrectly being divided by four leading to dim coronas. Using 4x antialiasing was a workaround because of a bug where antialiasing multiplied the PerfQuery results. This commit fixes that bug too (but only for OpenGL).
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