diff --git a/GPU/Common/TextureCacheCommon.cpp b/GPU/Common/TextureCacheCommon.cpp index cf012d4010..f96d922a85 100644 --- a/GPU/Common/TextureCacheCommon.cpp +++ b/GPU/Common/TextureCacheCommon.cpp @@ -2242,10 +2242,11 @@ void TextureCacheCommon::ApplyTextureDepal(TexCacheEntry *entry) { float u2 = texWidth; float v2 = texHeight; if (bounds.minV < bounds.maxV) { - u1 = (bounds.minU + gstate_c.curTextureXOffset) * texWidth; - v1 = (bounds.minV + gstate_c.curTextureYOffset) * texHeight; - u2 = (bounds.maxU + gstate_c.curTextureXOffset) * texWidth; - v2 = (bounds.maxV + gstate_c.curTextureYOffset) * texHeight; + // These are already in pixel coords! Doesn't seem like we should multiply by texwidth/height. + u1 = bounds.minU + gstate_c.curTextureXOffset; + v1 = bounds.minV + gstate_c.curTextureYOffset; + u2 = bounds.maxU + gstate_c.curTextureXOffset; + v2 = bounds.maxV + gstate_c.curTextureYOffset; // We need to reapply the texture next time since we cropped UV. gstate_c.Dirty(DIRTY_TEXTURE_PARAMS); }