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| author | Jules Blok <jules.blok@gmail.com> | 2016-08-23 16:23:58 +0200 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2016-08-23 16:23:58 +0200 |
| commit | 817009236474cce63e783cf5168d173d790ca79a (patch) | |
| tree | ac1bf60b1adcf88036bb1b9a68fa03f2ea499d6c /Source/Core/VideoBackends/OGL/Render.cpp | |
| parent | 92f165d75693e54285294bb666f33d003d1ab174 (diff) | |
| parent | f7987017a02d249f92a2ba69ddc6c98ad86abfc3 (diff) | |
Merge pull request #4139 from Armada651/dbz-depth
OGL: Handle cases where reversed depth is already used.
Diffstat (limited to 'Source/Core/VideoBackends/OGL/Render.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/OGL/Render.cpp | 9 |
1 files changed, 8 insertions, 1 deletions
diff --git a/Source/Core/VideoBackends/OGL/Render.cpp b/Source/Core/VideoBackends/OGL/Render.cpp index 69f06c6b52..cff3512370 100644 --- a/Source/Core/VideoBackends/OGL/Render.cpp +++ b/Source/Core/VideoBackends/OGL/Render.cpp @@ -1160,9 +1160,16 @@ void Renderer::SetViewport() // 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(GX_MAX_DEPTH, 0.0f); + { + if (xfmem.viewport.zRange < 0.0f) + glDepthRangef(0.0f, GX_MAX_DEPTH); + else + glDepthRangef(GX_MAX_DEPTH, 0.0f); + } else + { glDepthRangef(GLFar, GLNear); + } } void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, |
