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Fix conditions to activate texturedRectDepthBufferCopy.
Fixed #2101 Multiplayer camera rotation issue in Conkers Bad Fur Day
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@ -1028,10 +1028,12 @@ bool texturedRectDepthBufferCopy(const GraphicsDrawer::TexturedRectParams & _par
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// Data from depth buffer loaded into TMEM and then rendered to RDRAM by texrect.
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// Data from depth buffer loaded into TMEM and then rendered to RDRAM by texrect.
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// Works only with depth buffer emulation enabled.
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// Works only with depth buffer emulation enabled.
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// Load of arbitrary data to that area causes weird camera rotation in CBFD.
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// Load of arbitrary data to that area causes weird camera rotation in CBFD.
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if (_params.uly != 0.0f || std::min(_params.lry, gDP.scissor.lry) != 1.0f)
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return false;
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const gDPTile * pTile = gSP.textureTile[0];
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const gDPTile * pTile = gSP.textureTile[0];
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if (pTile->loadType == LOADTYPE_BLOCK && gDP.textureImage.size == 2 &&
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if (pTile->loadType == LOADTYPE_BLOCK && gDP.textureImage.size == 2 &&
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gDP.textureImage.address >= gDP.depthImageAddress &&
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gDP.textureImage.address >= gDP.depthImageAddress &&
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gDP.textureImage.address < (gDP.depthImageAddress + gDP.colorImage.width*gDP.scissor.lry*2)) {
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gDP.textureImage.address < (gDP.depthImageAddress + gDP.colorImage.width*VI.height*2)) {
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if (config.frameBufferEmulation.copyDepthToRDRAM == Config::cdDisable)
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if (config.frameBufferEmulation.copyDepthToRDRAM == Config::cdDisable)
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return true;
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return true;
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FrameBuffer * pBuffer = frameBufferList().getCurrent();
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FrameBuffer * pBuffer = frameBufferList().getCurrent();
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