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author | Rodolfo Bogado <rodolfoosvaldobogado@gmail.com> | 2018-11-14 00:15:13 +0100 |
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committer | Rodolfo Bogado <rodolfoosvaldobogado@gmail.com> | 2018-11-17 23:59:33 +0100 |
commit | 6a2aa6dbdbe50abe8447db4e9d93dacecf39f269 (patch) | |
tree | e8323ed1f90074874acf9a16d3378f3f60342af7 /src/video_core/renderer_opengl/gl_rasterizer.cpp | |
parent | fix viewport and scissor behavior (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/video_core/renderer_opengl/gl_rasterizer.cpp | 6 |
1 files changed, 1 insertions, 5 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp index 0bf434b45..0e55bee11 100644 --- a/src/video_core/renderer_opengl/gl_rasterizer.cpp +++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp @@ -1119,11 +1119,7 @@ void RasterizerOpenGL::SyncTransformFeedback() { void RasterizerOpenGL::SyncPointState() { const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs; - - // TODO(Rodrigo): Most games do not set a point size. I think this is a case of a - // register carrying a default value. For now, if the point size is zero, assume it's - // OpenGL's default (1). - state.point.size = regs.point_size == 0 ? 1 : regs.point_size; + state.point.size = regs.point_size; } void RasterizerOpenGL::CheckAlphaTests() { |