[spline/bezier]Fix GLES texture resolution of HW tess to real 2D to avoid huge width in FF4CC mist dragon morphing.

This commit is contained in:
xebra
2018-09-22 22:06:40 +09:00
parent 89786b943d
commit 41823f8780
11 changed files with 31 additions and 24 deletions
+1 -1
View File
@@ -625,7 +625,7 @@ rotateVBO:
GPUDebug::NotifyDraw();
}
void TessellationDataTransferDX9::SendDataToShader(const SimpleVertex *const *points, int size, u32 vertType, const Weight2D &weights) {
void TessellationDataTransferDX9::SendDataToShader(const SimpleVertex *const *points, int size_u, int size_v, u32 vertType, const Weight2D &weights) {
// TODO
}
+1 -1
View File
@@ -101,7 +101,7 @@ class TessellationDataTransferDX9 : public TessellationDataTransfer {
public:
TessellationDataTransferDX9() {}
~TessellationDataTransferDX9() {}
void SendDataToShader(const SimpleVertex *const *points, int size, u32 vertType, const Weight2D &weights) override;
void SendDataToShader(const SimpleVertex *const *points, int size_u, int size_v, u32 vertType, const Weight2D &weights) override;
};
// Handles transform, lighting and drawing.