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authorTommaso Checchi <tommaso.checchi1@gmail.com>2017-10-18 02:02:56 -0700
committerTommaso Checchi <tommaso.checchi1@gmail.com>2017-10-27 00:45:20 -0700
commit5fb6ceac452fa7960301d132f2f044073045564a (patch)
treef9591414a257597d734b7177f448f8691a2d9cc6 /Source/Core/VideoBackends/OGL/SamplerCache.cpp
parent802fda26ab0959f92327a37fac966d728c8dcc5f (diff)
Fixed fog, lava, water in Mario Galaxy (and possibly other games) in higher IRs by detecting & fixing the mipmaps that aren't just used for downscaling, but are handmade to create a gradient.
Diffstat (limited to 'Source/Core/VideoBackends/OGL/SamplerCache.cpp')
-rw-r--r--Source/Core/VideoBackends/OGL/SamplerCache.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/Source/Core/VideoBackends/OGL/SamplerCache.cpp b/Source/Core/VideoBackends/OGL/SamplerCache.cpp
index 59d3d3a842..32be0ac4d9 100644
--- a/Source/Core/VideoBackends/OGL/SamplerCache.cpp
+++ b/Source/Core/VideoBackends/OGL/SamplerCache.cpp
@@ -100,7 +100,7 @@ void SamplerCache::SetParameters(GLuint sampler_id, const SamplerState& params)
glSamplerParameterf(sampler_id, GL_TEXTURE_MAX_LOD, params.max_lod / 16.f);
if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGL)
- glSamplerParameterf(sampler_id, GL_TEXTURE_LOD_BIAS, params.lod_bias / 32.f);
+ glSamplerParameterf(sampler_id, GL_TEXTURE_LOD_BIAS, params.lod_bias / 256.f);
if (params.anisotropic_filtering && g_ogl_config.bSupportsAniso)
{