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authorTony Wasserka <NeoBrainX@gmail.com>2015-01-02 01:01:06 +0100
committerTony Wasserka <NeoBrainX@gmail.com>2015-02-18 14:50:28 +0100
commit3cb22d31a71ce1f0103b075cfc2533aaebff9ace (patch)
treed672ab96286720206ccea99b0418dc4f1b846d37 /src/video_core/rasterizer.cpp
parentPica/Rasterizer: Clean up and fix backface culling. (diff)
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Diffstat (limited to 'src/video_core/rasterizer.cpp')
-rw-r--r--src/video_core/rasterizer.cpp4
1 files changed, 3 insertions, 1 deletions
diff --git a/src/video_core/rasterizer.cpp b/src/video_core/rasterizer.cpp
index 5769bd81e..74182abef 100644
--- a/src/video_core/rasterizer.cpp
+++ b/src/video_core/rasterizer.cpp
@@ -101,7 +101,9 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0,
{
// vertex positions in rasterizer coordinates
auto FloatToFix = [](float24 flt) {
- return Fix12P4(static_cast<unsigned short>(flt.ToFloat32() * 16.0f));
+ // TODO: Rounding here is necessary to prevent garbage pixels at
+ // triangle borders. Is it that the correct solution, though?
+ return Fix12P4(static_cast<unsigned short>(round(flt.ToFloat32() * 16.0f)));
};
auto ScreenToRasterizerCoordinates = [FloatToFix](const Math::Vec3<float24> vec) {
return Math::Vec3<Fix12P4>{FloatToFix(vec.x), FloatToFix(vec.y), FloatToFix(vec.z)};