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authorScott Mansell <phiren@gmail.com>2015-01-23 04:38:36 +1300
committerScott Mansell <phiren@gmail.com>2015-01-23 04:38:36 +1300
commitdaf760b20245c2e397a98da94e80c15be9090657 (patch)
treeb746bae4937287e6fdc8e9de8249dd01d10c9474 /Source/Core/VideoCommon/VertexManagerBase.cpp
parente88c02dece0e5e8d3b019fd0137eab790d6d2036 (diff)
A few small cleanups based on code review.
Diffstat (limited to 'Source/Core/VideoCommon/VertexManagerBase.cpp')
-rw-r--r--Source/Core/VideoCommon/VertexManagerBase.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/Source/Core/VideoCommon/VertexManagerBase.cpp b/Source/Core/VideoCommon/VertexManagerBase.cpp
index 3f6c672c65..4c13a26736 100644
--- a/Source/Core/VideoCommon/VertexManagerBase.cpp
+++ b/Source/Core/VideoCommon/VertexManagerBase.cpp
@@ -250,7 +250,7 @@ void VertexManager::CalculateZSlope(u32 stride)
float vtx[9];
float out[12];
float viewOffset[2] = { xfmem.viewport.xOrig - bpmem.scissorOffset.x * 2,
- xfmem.viewport.yOrig - bpmem.scissorOffset.y * 2};
+ xfmem.viewport.yOrig - bpmem.scissorOffset.y * 2};
// Lookup vertices of the last rendered triangle and software-transform them
// This allows us to determine the depth slope, which will be used if zfreeze