diff options
Diffstat (limited to 'Source/Core/VideoBackends/OGL/Render.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/OGL/Render.cpp | 6 |
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); } |
