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authorJules Blok <jules.blok@gmail.com>2016-08-15 15:25:50 +0200
committerJules Blok <jules.blok@gmail.com>2016-08-16 21:09:58 +0200
commit7078216b61777ff89350d1bdc66c7c032b0b2296 (patch)
tree16c1ec3a1ecbb44e7806224113fc08a17febe9af /Source/Core/VideoBackends/OGL/Render.cpp
parent8c1c7fc2da65eea1a8244ce196d94313f7fdfb1b (diff)
Improve documentation.
Diffstat (limited to 'Source/Core/VideoBackends/OGL/Render.cpp')
-rw-r--r--Source/Core/VideoBackends/OGL/Render.cpp6
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);
}