A few kissable changes
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@@ -143,10 +143,10 @@ void GPU::writeInternalReg(u32 index, u32 value, u32 mask) {
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case FogLUTData5:
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case FogLUTData6:
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case FogLUTData7: {
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const uint32_t index = regs[FogLUTIndex] & 127;
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const uint32_t index = regs[FogLUTIndex] & 0x7F;
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fogLUT[index] = value;
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fogLUTDirty = true;
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regs[FogLUTIndex] = (index + 1) & 127;
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regs[FogLUTIndex] = (index + 1) & 0x7F;
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break;
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}
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@@ -1026,7 +1026,7 @@ void RendererGL::initUbershader(OpenGL::Program& program) {
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ubershaderData.depthmapEnableLoc = OpenGL::uniformLocation(program, "u_depthmapEnable");
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ubershaderData.picaRegLoc = OpenGL::uniformLocation(program, "u_picaRegs");
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// Init sampler objects. Texture 0 goes in texture unit 0, texture 1 in TU 1, texture 2 in TU 2, light maps go in TU 3, and the fog map goes in TU 4
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// Init sampler objects. Texture 0 goes in texture unit 0, texture 1 in TU 1, texture 2 in TU 2 and the LUTs go in TU 3
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glUniform1i(OpenGL::uniformLocation(program, "u_tex0"), 0);
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glUniform1i(OpenGL::uniformLocation(program, "u_tex1"), 1);
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glUniform1i(OpenGL::uniformLocation(program, "u_tex2"), 2);
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