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Force disable fragment depth write option for GLES2.
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@ -76,8 +76,10 @@ bool Config_SetDefault()
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assert(res == M64ERR_SUCCESS);
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res = ConfigSetDefaultBool(g_configVideoGliden64, "EnableLegacyBlending", config.generalEmulation.enableLegacyBlending, "Do not use shaders to emulate N64 blending modes. Works faster on slow GPU. Can cause glitches.");
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assert(res == M64ERR_SUCCESS);
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#ifndef GLES2
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res = ConfigSetDefaultBool(g_configVideoGliden64, "EnableFragmentDepthWrite", config.generalEmulation.enableFragmentDepthWrite, "Enable writing of fragment depth. Some mobile GPUs do not support it, thus it made optional. Leave enabled.");
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assert(res == M64ERR_SUCCESS);
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#endif
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#ifdef ANDROID
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res = ConfigSetDefaultBool(g_configVideoGliden64, "ForcePolygonOffset", config.generalEmulation.forcePolygonOffset, "If true, use polygon offset values specified below");
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assert(res == M64ERR_SUCCESS);
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@ -210,7 +212,9 @@ void Config_LoadConfig()
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config.generalEmulation.correctTexrectCoords = ConfigGetParamInt(g_configVideoGliden64, "CorrectTexrectCoords");
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config.generalEmulation.enableNativeResTexrects = ConfigGetParamBool(g_configVideoGliden64, "EnableNativeResTexrects");
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config.generalEmulation.enableLegacyBlending = ConfigGetParamBool(g_configVideoGliden64, "EnableLegacyBlending");
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#ifndef GLES2
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config.generalEmulation.enableFragmentDepthWrite = ConfigGetParamBool(g_configVideoGliden64, "EnableFragmentDepthWrite");
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#endif
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#ifdef ANDROID
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config.generalEmulation.forcePolygonOffset = ConfigGetParamBool(g_configVideoGliden64, "ForcePolygonOffset");
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config.generalEmulation.polygonOffsetFactor = ConfigGetParamFloat(g_configVideoGliden64, "PolygonOffsetFactor");
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