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https://github.com/blawar/GLideN64.git
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Increase frame buffer max height to 580 for PAL games.
Fixed RTL World League Soccer - Bootcrash #389
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@ -774,8 +774,8 @@ void FrameBufferToRDRAM::Init()
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m_pTexture->mirrorS = 0;
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m_pTexture->mirrorT = 0;
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m_pTexture->realWidth = 640;
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m_pTexture->realHeight = 480;
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m_pTexture->textureBytes = 640 * 480 * 4;
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m_pTexture->realHeight = 580;
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m_pTexture->textureBytes = m_pTexture->realWidth * m_pTexture->realHeight * 4;
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textureCache().addFrameBufferTextureSize(m_pTexture->textureBytes);
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glBindTexture( GL_TEXTURE_2D, m_pTexture->glName );
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_pTexture->realWidth, m_pTexture->realHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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@ -940,7 +940,7 @@ void DepthBufferToRDRAM::Init()
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m_pColorTexture->mirrorS = 0;
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m_pColorTexture->mirrorT = 0;
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m_pColorTexture->realWidth = 640;
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m_pColorTexture->realHeight = 480;
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m_pColorTexture->realHeight = 580;
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m_pColorTexture->textureBytes = m_pColorTexture->realWidth * m_pColorTexture->realHeight;
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textureCache().addFrameBufferTextureSize(m_pColorTexture->textureBytes);
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@ -954,7 +954,7 @@ void DepthBufferToRDRAM::Init()
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m_pDepthTexture->mirrorS = 0;
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m_pDepthTexture->mirrorT = 0;
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m_pDepthTexture->realWidth = 640;
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m_pDepthTexture->realHeight = 480;
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m_pDepthTexture->realHeight = 580;
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m_pDepthTexture->textureBytes = m_pDepthTexture->realWidth * m_pDepthTexture->realHeight * sizeof(float);
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textureCache().addFrameBufferTextureSize(m_pDepthTexture->textureBytes);
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@ -980,7 +980,7 @@ void DepthBufferToRDRAM::Init()
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// Generate and initialize Pixel Buffer Objects
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glGenBuffers(1, &m_PBO);
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glBindBuffer(GL_PIXEL_PACK_BUFFER, m_PBO);
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glBufferData(GL_PIXEL_PACK_BUFFER, 640*480*sizeof(float), NULL, GL_DYNAMIC_READ);
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glBufferData(GL_PIXEL_PACK_BUFFER, m_pDepthTexture->realWidth * m_pDepthTexture->realHeight * sizeof(float), NULL, GL_DYNAMIC_READ);
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glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
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}
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@ -1085,7 +1085,7 @@ void RDRAMtoFrameBuffer::Init()
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m_pTexture->mirrorS = 0;
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m_pTexture->mirrorT = 0;
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m_pTexture->realWidth = 640;
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m_pTexture->realHeight = 480;
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m_pTexture->realHeight = 580;
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m_pTexture->textureBytes = m_pTexture->realWidth * m_pTexture->realHeight * 4;
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textureCache().addFrameBufferTextureSize(m_pTexture->textureBytes);
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glBindTexture( GL_TEXTURE_2D, m_pTexture->glName );
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@ -99,7 +99,7 @@ void NoiseTexture::init()
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m_pTexture->mirrorS = 0;
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m_pTexture->mirrorT = 0;
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m_pTexture->realWidth = 640;
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m_pTexture->realHeight = 480;
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m_pTexture->realHeight = 580;
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m_pTexture->textureBytes = m_pTexture->realWidth * m_pTexture->realHeight;
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textureCache().addFrameBufferTextureSize(m_pTexture->textureBytes);
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glBindTexture(GL_TEXTURE_2D, m_pTexture->glName);
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