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Add special texrect function for Conker BFD shadow.
Problem: shadow is rendered into an auxilary buffer. At the end of rendering the buffer is renders to itself as texture, using texrect command. FBO work in undefined when it's color attachment is used as input and output. As result the shadow is incorrect. Thus, it's better to skip that texrect. Hack!
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12
OpenGL.cpp
12
OpenGL.cpp
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@ -956,6 +956,14 @@ bool texturedRectDepthBufferCopy(const OGLRender::TexturedRectParams & _params)
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return false;
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}
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static
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bool texturedRectCopyToItself(const OGLRender::TexturedRectParams & _params)
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{
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if (gSP.textureTile[0]->frameBuffer == frameBufferList().getCurrent())
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return true;
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return texturedRectDepthBufferCopy(_params);
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}
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static
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bool texturedRectBGCopy(const OGLRender::TexturedRectParams & _params)
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{
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@ -1334,8 +1342,10 @@ void OGLRender::_setSpecialTexrect() const
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if (strstr(name, (const char *)"Beetle") || strstr(name, (const char *)"BEETLE") || strstr(name, (const char *)"HSV")
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|| strstr(name, (const char *)"DUCK DODGERS") || strstr(name, (const char *)"DAFFY DUCK"))
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texturedRectSpecial = texturedRectShadowMap;
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else if (strstr(name, (const char *)"CONKER BFD") || strstr(name, (const char *)"Perfect Dark") || strstr(name, (const char *)"PERFECT DARK"))
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else if (strstr(name, (const char *)"Perfect Dark") || strstr(name, (const char *)"PERFECT DARK"))
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texturedRectSpecial = texturedRectDepthBufferCopy; // See comments to that function!
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else if (strstr(name, (const char *)"CONKER BFD"))
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texturedRectSpecial = texturedRectCopyToItself;
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else if (strstr(name, (const char *)"YOSHI STORY"))
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texturedRectSpecial = texturedRectBGCopy;
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else if (strstr(name, (const char *)"PAPER MARIO") || strstr(name, (const char *)"MARIO STORY"))
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