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Don't wrap fb texture coordinates when clamp is on.
Fixed Pokemon Stadium (J) wrong monitors, #724
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@ -88,8 +88,8 @@ void UniformSet::_updateTextureUniforms(UniformSetLocation & _location, bool _bU
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else {
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_location.uTexOffset[t].set(gSP.textureTile[t]->fuls, gSP.textureTile[t]->fult, _bForce);
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_location.uTexMask[t].set(
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gSP.textureTile[t]->masks > 0 ? (float)(1 << gSP.textureTile[t]->masks) : 0.0f,
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gSP.textureTile[t]->maskt > 0 ? (float)(1 << gSP.textureTile[t]->maskt) : 0.0f,
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gSP.textureTile[t]->clamps == 0 && gSP.textureTile[t]->masks > 0 ? (float)(1 << gSP.textureTile[t]->masks) : 0.0f,
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gSP.textureTile[t]->clampt == 0 && gSP.textureTile[t]->maskt > 0 ? (float)(1 << gSP.textureTile[t]->maskt) : 0.0f,
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_bForce);
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}
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}
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@ -166,15 +166,15 @@ void UniformBlock::updateTextureParameters()
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if (gSP.textureTile[0]->textureMode != TEXTUREMODE_BGIMAGE && gSP.textureTile[0]->textureMode != TEXTUREMODE_FRAMEBUFFER_BG) {
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texOffset[0] = gSP.textureTile[0]->fuls;
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texOffset[1] = gSP.textureTile[0]->fult;
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texMask[0] = gSP.textureTile[0]->masks > 0 ? (float)(1 << gSP.textureTile[0]->masks) : 0.0f;
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texMask[1] = gSP.textureTile[0]->maskt > 0 ? (float)(1 << gSP.textureTile[0]->maskt) : 0.0f;
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texMask[0] = gSP.textureTile[0]->clamps == 0 && gSP.textureTile[0]->masks > 0 ? (float)(1 << gSP.textureTile[0]->masks) : 0.0f;
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texMask[1] = gSP.textureTile[0]->clampt == 0 && gSP.textureTile[0]->maskt > 0 ? (float)(1 << gSP.textureTile[0]->maskt) : 0.0f;
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}
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}
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if (gSP.textureTile[1] != 0) {
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texOffset[4] = gSP.textureTile[1]->fuls;
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texOffset[5] = gSP.textureTile[1]->fult;
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texMask[4] = gSP.textureTile[1]->masks > 0 ? (float)(1 << gSP.textureTile[1]->masks) : 0.0f;
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texMask[5] = gSP.textureTile[1]->maskt > 0 ? (float)(1 << gSP.textureTile[1]->maskt) : 0.0f;
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texMask[4] = gSP.textureTile[1]->clamps == 0 && gSP.textureTile[1]->masks > 0 ? (float)(1 << gSP.textureTile[1]->masks) : 0.0f;
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texMask[5] = gSP.textureTile[1]->clampt == 0 && gSP.textureTile[1]->maskt > 0 ? (float)(1 << gSP.textureTile[1]->maskt) : 0.0f;
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}
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memcpy(pData + m_textureBlock.m_offsets[tuTexMask], texMask, m_textureBlock.m_offsets[tuTexOffset] - m_textureBlock.m_offsets[tuTexMask]);
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memcpy(pData + m_textureBlock.m_offsets[tuTexOffset], texOffset, m_textureBlock.m_offsets[tuCacheScale] - m_textureBlock.m_offsets[tuTexOffset]);
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