From eb130db38738a95ddb7414ee11ea124408c2bcbb Mon Sep 17 00:00:00 2001 From: Henrik Rydgard Date: Wed, 20 Feb 2013 00:12:31 +0100 Subject: [PATCH] Fix sign of depth in "Through" projection matrix. Thanks xele02. Fixes ToE, Dissidia, etc. --- GPU/GLES/ShaderManager.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/GPU/GLES/ShaderManager.cpp b/GPU/GLES/ShaderManager.cpp index 6a985c8446..30c294b780 100644 --- a/GPU/GLES/ShaderManager.cpp +++ b/GPU/GLES/ShaderManager.cpp @@ -243,7 +243,7 @@ void LinkedShader::updateUniforms() { if (u_proj_through != -1 && (dirtyUniforms & DIRTY_PROJTHROUGHMATRIX)) { Matrix4x4 proj_through; - proj_through.setOrtho(0.0f, 480, 272, 0, -1, 0); // TODO: Store this somewhere instead of regenerating! And not in each LinkedShader object! + proj_through.setOrtho(0.0f, 480, 272, 0, 1, 0); glUniformMatrix4fv(u_proj_through, 1, GL_FALSE, proj_through.getReadPtr()); } if (u_texenv != -1 && (dirtyUniforms & DIRTY_TEXENV)) {