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Fixed fillrect drawing.

This commit is contained in:
Sergey Lipskiy 2015-02-19 19:31:12 +06:00
parent f946a82e38
commit b353028969
2 changed files with 4 additions and 3 deletions

View File

@ -890,12 +890,12 @@ void OGLRender::drawRect(int _ulx, int _uly, int _lrx, int _lry, float *_pColor)
m_rect[0].y = (float)_uly * (-2.0f * scaleY) + 1.0;
m_rect[0].z = Z;
m_rect[0].w = W;
m_rect[1].x = (float)(_lrx + 1) * (2.0f * scaleX) - 1.0;
m_rect[1].x = (float)_lrx * (2.0f * scaleX) - 1.0;
m_rect[1].y = m_rect[0].y;
m_rect[1].z = Z;
m_rect[1].w = W;
m_rect[2].x = m_rect[0].x;
m_rect[2].y = (float)(_lry + 1) * (-2.0f * scaleY) + 1.0;
m_rect[2].y = (float)_lry * (-2.0f * scaleY) + 1.0;
m_rect[2].z = Z;
m_rect[2].w = W;
m_rect[3].x = m_rect[1].x;

View File

@ -880,7 +880,8 @@ void gDPFillRectangle( s32 ulx, s32 uly, s32 lrx, s32 lry )
if (gDP.otherMode.cycleType == G_CYC_FILL) {
++lrx;
++lry;
}
} else if (lry == uly)
++lry;
if (gDP.depthImageAddress == gDP.colorImage.address) {
// Game may use depth texture as auxilary color texture. Example: Mario Tennis
// If color is not depth clear color, that is most likely the case