Using UV instead of STQ
parent
555183257d
commit
7f610cd969
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@ -233,7 +233,8 @@ static int PS2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL
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size_indices = indices ? size_indices : 0;
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if (texture) {
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GSPRIMSTQPOINT *vertices = (GSPRIMSTQPOINT *)SDL_AllocateRenderVertices(renderer, count * sizeof(GSPRIMSTQPOINT), 4, &cmd->data.draw.first);
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GSPRIMUVPOINT *vertices = (GSPRIMUVPOINT *) SDL_AllocateRenderVertices(renderer, count * sizeof (GSPRIMUVPOINT), 4, &cmd->data.draw.first);
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GSTEXTURE *ps2_tex = (GSTEXTURE *) texture->driverdata;
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if (vertices == NULL) {
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return -1;
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@ -259,8 +260,8 @@ static int PS2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL
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uv_ = (float *)((char *)uv + j * uv_stride);
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vertices->xyz2 = vertex_to_XYZ2(data->gsGlobal, xy_[0] * scale_x, xy_[1] * scale_y, 0);
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vertices->stq = vertex_to_STQ(uv_[0], uv_[1]);
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vertices->rgbaq = color_to_RGBAQ(col_.r >> 1, col_.g >> 1, col_.b >> 1, col_.a >> 1, 1.0f);
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vertices->rgbaq = color_to_RGBAQ(col_.r >> 1, col_.g >> 1, col_.b >> 1, col_.a >> 1, 0);
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vertices->uv = vertex_to_UV(ps2_tex, uv_[0] * ps2_tex->Width, uv_[1] * ps2_tex->Height);
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vertices++;
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}
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@ -400,11 +401,11 @@ static int PS2_RenderGeometry(SDL_Renderer *renderer, void *vertices, SDL_Render
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PS2_SetBlendMode(data, cmd->data.draw.blend);
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if (cmd->data.draw.texture) {
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const GSPRIMSTQPOINT *verts = (GSPRIMSTQPOINT *)(vertices + cmd->data.draw.first);
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const GSPRIMUVPOINT *verts = (GSPRIMUVPOINT *) (vertices + cmd->data.draw.first);
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GSTEXTURE *ps2_tex = (GSTEXTURE *)cmd->data.draw.texture->driverdata;
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gsKit_TexManager_bind(data->gsGlobal, ps2_tex);
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gsKit_prim_list_triangle_goraud_texture_stq_3d(data->gsGlobal, ps2_tex, count, verts);
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gsKit_prim_list_triangle_goraud_texture_uv_3d(data->gsGlobal, ps2_tex, count, verts);
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} else {
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const GSPRIMPOINT *verts = (GSPRIMPOINT *)(vertices + cmd->data.draw.first);
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gsKit_prim_list_triangle_gouraud_3d(data->gsGlobal, count, verts);
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