Allow MakePixelTexture to use a subrange.

For example, if it has a larger texture it wants to reuse, it can control
this via texcoords.  Let's keep it at top left, though.
This commit is contained in:
Unknown W. Brackets committed 2017-03-22 20:56:26 -07:00
1 parent d408b9980a
commit 3fbb545451
13 files changed
+33 -25

No files matched your search

+1 -1
View File
@@ -287,7 +287,7 @@ void FramebufferManagerD3D11::CompilePostShader() {
usePostShader_ = true;
}
void FramebufferManagerD3D11::MakePixelTexture(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height) {
void FramebufferManagerD3D11::MakePixelTexture(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height, float &u1, float &v1) {
u8 *convBuf = NULL;
// TODO: Check / use D3DCAPS2_DYNAMICTEXTURES?