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| author | Jules Blok <jules.blok@gmail.com> | 2016-08-15 15:25:50 +0200 |
|---|---|---|
| committer | Jules Blok <jules.blok@gmail.com> | 2016-08-16 21:09:58 +0200 |
| commit | 7078216b61777ff89350d1bdc66c7c032b0b2296 (patch) | |
| tree | 16c1ec3a1ecbb44e7806224113fc08a17febe9af /Source/Core/VideoBackends/OGL/Render.cpp | |
| parent | 8c1c7fc2da65eea1a8244ce196d94313f7fdfb1b (diff) | |
Improve documentation.
Diffstat (limited to 'Source/Core/VideoBackends/OGL/Render.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/OGL/Render.cpp | 6 |
1 files changed, 5 insertions, 1 deletions
diff --git a/Source/Core/VideoBackends/OGL/Render.cpp b/Source/Core/VideoBackends/OGL/Render.cpp index a47f0c1e40..78d5d106b7 100644 --- a/Source/Core/VideoBackends/OGL/Render.cpp +++ b/Source/Core/VideoBackends/OGL/Render.cpp @@ -1159,8 +1159,12 @@ void Renderer::SetViewport() glViewport(iceilf(X), iceilf(Y), iceilf(Width), iceilf(Height)); } + // Set the reversed depth range. If we do depth clipping and depth range in the + // vertex shader we only need to ensure depth values don't exceed the maximum + // value supported by the console GPU. If not, we simply clamp the near/far values + // themselves to the maximum value as done above. if (g_ActiveConfig.backend_info.bSupportsDepthClamp) - glDepthRangef(16777215.0f / 16777216.0f, 0.0f); + glDepthRangef(GX_MAX_DEPTH, 0.0f); else glDepthRangef(GLFar, GLNear); } |
