Fix sprite depths for text that got broken from the recip changes
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@@ -177,8 +177,8 @@ CSprite2d::SetVertices(const CRect &r, const CRGBA &c0, const CRGBA &c1, const C
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z = RwCameraGetFarClipPlane(Scene.camera);
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}else{
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screenz = RwIm2DGetNearScreenZ();
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z = 1.0f/RecipNearClip;
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RecipNearClip *= 1.1f;
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z = 1.0f/RecipNearClip;
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}
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recipz = 1.0f/z;
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float offset = 1.0f/1024.0f;
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@@ -231,9 +231,9 @@ CSprite2d::SetVertices(const CRect &r, const CRGBA &c0, const CRGBA &c1, const C
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float screenz, z, recipz;
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screenz = RwIm2DGetNearScreenZ();
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RecipNearClip *= 1.1f;
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z = 1.0f/RecipNearClip;
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recipz = 1.0f/z;
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RecipNearClip *= 1.1f;
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// This is what we draw:
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// 0---1
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@@ -286,6 +286,7 @@ CSprite2d::SetVertices(float x1, float y1, float x2, float y2, float x3, float y
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screenz = RwIm2DGetNearScreenZ();
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recipz = RecipNearClip;
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RecipNearClip *= 1.1f;
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z = 1/RecipNearClip;
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RwIm2DVertexSetScreenX(&maVertices[0], x3);
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RwIm2DVertexSetScreenY(&maVertices[0], y3);
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@@ -333,7 +334,7 @@ CSprite2d::SetVertices(int n, float *positions, float *uvs, const CRGBA &col)
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screenz = RwIm2DGetNearScreenZ();
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recipz = RecipNearClip;
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RecipNearClip *= 1.1f;
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z = RwCameraGetNearClipPlane(Scene.camera); // not done by game
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z = 1/RecipNearClip;
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for(i = 0; i < n; i++){
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@@ -357,7 +358,7 @@ CSprite2d::SetMaskVertices(int n, float *positions)
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screenz = RwIm2DGetNearScreenZ();
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recipz = RecipNearClip;
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RecipNearClip *= 1.1f;
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z = RwCameraGetNearClipPlane(Scene.camera); // not done by game
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z = 1/RecipNearClip;
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for(i = 0; i < n; i++){
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RwIm2DVertexSetScreenX(&maVertices[i], positions[i*2 + 0]);
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@@ -382,7 +383,7 @@ CSprite2d::SetVertices(RwIm2DVertex *verts, const CRect &r, const CRGBA &c0, con
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screenz = RwIm2DGetNearScreenZ();
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recipz = RecipNearClip;
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RecipNearClip *= 1.1f;
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z = RwCameraGetNearClipPlane(Scene.camera); // not done by game
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z = 1/RecipNearClip;
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RwIm2DVertexSetScreenX(&verts[0], r.left);
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RwIm2DVertexSetScreenY(&verts[0], r.top);
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@@ -130,7 +130,7 @@ CSprite2d::SetVertices(const CRect &r, const CRGBA &c0, const CRGBA &c1, const C
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float offset = 1.0f/1024.0f;
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// Workaround for PVR Z-Equality not being exact
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RecipNearClip *= 1.1f;
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NearCamZ /= 1.1f;
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// This is what we draw:
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// 0---1
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@@ -178,7 +178,7 @@ CSprite2d::SetVertices(const CRect &r, const CRGBA &c0, const CRGBA &c1, const C
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float u0, float v0, float u1, float v1, float u3, float v3, float u2, float v2)
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{
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// Workaround for PVR Z-Equality not being exact
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RecipNearClip *= 1.1f;
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NearCamZ /= 1.1f;
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// This is what we draw:
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// 0---1
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@@ -227,7 +227,7 @@ CSprite2d::SetVertices(float x1, float y1, float x2, float y2, float x3, float y
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{
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// Workaround for PVR Z-Equality not being exact
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if (dt == DRAW_NEAR) {
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RecipNearClip *= 1.1f;
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NearCamZ /= 1.1f;
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}
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float screenZ = dt == DRAW_FAR ? FarScreenZ : NearScreenZ;
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@@ -275,7 +275,7 @@ void
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CSprite2d::SetVertices(int n, float *positions, float *uvs, const CRGBA &col)
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{
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// Workaround for PVR Z-Equality not being exact
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RecipNearClip *= 1.1f;
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NearCamZ /= 1.1f;
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int i;
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@@ -315,7 +315,7 @@ CSprite2d::SetVertices(RwIm2DVertex *verts, const CRect &r, const CRGBA &c0, con
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float u0, float v0, float u1, float v1, float u3, float v3, float u2, float v2)
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{
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// Workaround for PVR Z-Equality not being exact
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RecipNearClip *= 1.1f;
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NearCamZ /= 1.1f;
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RwIm2DVertexSetScreenX(&verts[0], r.left);
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RwIm2DVertexSetScreenY(&verts[0], r.top);
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