mirror of
https://github.com/Lime3DS/Lime3DS
synced 2024-10-30 19:57:52 +00:00
Pica/Rasterizer: Textures seem to be laid out flipped vertically.
Not sure if this is a correct fix. Probably should instead change the decoding logic itself.
This commit is contained in:
parent
3da52ead9b
commit
3b78af904e
1 changed files with 1 additions and 1 deletions
|
@ -214,7 +214,7 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
s = GetWrappedTexCoord(registers.texture0.wrap_s, s, registers.texture0.width);
|
s = GetWrappedTexCoord(registers.texture0.wrap_s, s, registers.texture0.width);
|
||||||
t = GetWrappedTexCoord(registers.texture0.wrap_t, t, registers.texture0.height);
|
t = registers.texture0.height - 1 - GetWrappedTexCoord(registers.texture0.wrap_t, t, registers.texture0.height);
|
||||||
|
|
||||||
u8* texture_data = Memory::GetPointer(PAddrToVAddr(texture.config.GetPhysicalAddress()));
|
u8* texture_data = Memory::GetPointer(PAddrToVAddr(texture.config.GetPhysicalAddress()));
|
||||||
auto info = DebugUtils::TextureInfo::FromPicaRegister(texture.config, texture.format);
|
auto info = DebugUtils::TextureInfo::FromPicaRegister(texture.config, texture.format);
|
||||||
|
|
Loading…
Reference in a new issue