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| author | Scott Mansell <phiren@gmail.com> | 2016-03-27 19:10:45 +1300 |
|---|---|---|
| committer | Scott Mansell <phiren@gmail.com> | 2016-04-06 05:12:53 +1200 |
| commit | 365baeccb4f9268c5f4d770c14f2ef7cf544788a (patch) | |
| tree | 53fa4a44307e00042ca6775383b21ba6090defce /Source/Core/VideoCommon/PixelEngine.cpp | |
| parent | 3f079fb2c1e222da5b4f4ecd42b2afb2f1fd1291 (diff) | |
Only force progressive if we are currently in an interlaced video mode
The NES games on the Zelda Collecters Edition disk use a XFB which is
only 256 pixels wide, but has a stide of 640 pixels.
This fits our definition of a interlaced xfb, as a second line of data
could fit in the extra space. The solution is to check that we are
actually in a interlaced video mode before activating the force
progressive hack.
Diffstat (limited to 'Source/Core/VideoCommon/PixelEngine.cpp')
0 files changed, 0 insertions, 0 deletions
