Some reverts of stuff proven wrong ...

This commit is contained in:
angelosa 2018-02-19 15:44:02 +01:00
parent b85cedc718
commit c65b903ed2
2 changed files with 5 additions and 4 deletions

View File

@ -790,9 +790,9 @@ void model2_renderer::model2_3d_render(triangle *tri, const rectangle &cliprect)
renderer = (tri->texheader[0] >> 13) & 7;
/* calculate and clip to viewport */
// TODO: correct? seems to be right for all cases
//rectangle vp(tri->viewport[0] - 8, tri->viewport[2] - 8, (384-tri->viewport[3])+90, (384-tri->viewport[1])+90);
rectangle vp(tri->viewport[0] - 8, tri->viewport[2] - tri->viewport[0], tri->viewport[1] - 127, tri->viewport[3] - tri->viewport[1]);
rectangle vp(tri->viewport[0] - 8, tri->viewport[2] - 8, (384-tri->viewport[3])+90, (384-tri->viewport[1])+90);
// TODO: this seems to be more accurate but it breaks in some cases
//rectangle vp(tri->viewport[0] - 8, tri->viewport[2] - tri->viewport[0], tri->viewport[1] - 90, tri->viewport[3] - tri->viewport[1]);
vp &= cliprect;
extra.state = &m_state;

View File

@ -186,7 +186,8 @@ void MODEL2_FUNC_NAME(int32_t scanline, const extent_t& extent, const m2_poly_ex
// Virtua Striker sets up a luma of 0x40 for national flags on bleachers, fix here.
luma = std::min((int)luma,0x3f);
// (Again) Virtua Striker seem to lookup colortable with a reversed endianness (stadium ads)
luma^= 1;
// TODO: it breaks Mexican flag colors tho ...
// luma^= 1;
/* we have the 6 bits of luma information along with 5 bits per color component */
/* now build and index into the master color lookup table and extract the raw RGB values */