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Fix triangle index calculation for flat shading.
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@ -66,7 +66,7 @@ void GraphicsDrawer::addTriangle(int _v0, int _v1, int _v2)
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}
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}
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else if ((gSP.geometryMode & G_SHADING_SMOOTH) == 0) {
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else if ((gSP.geometryMode & G_SHADING_SMOOTH) == 0) {
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// Flat shading
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// Flat shading
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SPVertex & vtx0 = triangles.vertices[triangles.elements[firstIndex + ((RSP.w1 >> 24) & 3)]];
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SPVertex & vtx0 = triangles.vertices[triangles.elements[firstIndex + (((RSP.w1 >> 24) & 3) % 3)]];
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for (u32 i = firstIndex; i < triangles.num; ++i) {
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for (u32 i = firstIndex; i < triangles.num; ++i) {
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SPVertex & vtx = triangles.vertices[triangles.elements[i]];
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SPVertex & vtx = triangles.vertices[triangles.elements[i]];
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vtx.r = vtx.flat_r = vtx0.r;
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vtx.r = vtx.flat_r = vtx0.r;
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