fix bad palettes in wii games

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1006 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard 2008-10-29 21:05:07 +00:00
parent 90bd960c5d
commit 9399c2223c

View file

@ -89,7 +89,7 @@ void BPWritten(int addr, int changes, int newval)
bpmem.genMode.numindstages, bpmem.genMode.zfreeze);
// none, ccw, cw, ccw
if (bpmem.genMode.cullmode>0 && !g_Config.bDisableCulling) {
if (bpmem.genMode.cullmode > 0) {
glEnable(GL_CULL_FACE);
glFrontFace(bpmem.genMode.cullmode == 2 ? GL_CCW : GL_CW);
}
@ -539,8 +539,10 @@ void BPWritten(int addr, int changes, int newval)
u32 tlutTMemAddr = (newval&0x3FF)<<9;
u32 tlutXferCount = (newval&0x1FFC00)>>5;
//do the transfer!!
memcpy_gc(texMem + tlutTMemAddr, g_VideoInitialize.pGetMemoryPointer((bpmem.tlutXferSrc&0xFFFFF)<<5), tlutXferCount);
//do the transfer!!
u8 *ptr = g_VideoInitialize.pGetMemoryPointer((bpmem.tlutXferSrc)<<5);
if (ptr)
memcpy_gc(texMem + tlutTMemAddr, ptr, tlutXferCount);
// TODO(ector) : kill all textures that use this palette
// Not sure if it's a good idea, though. For now, we hash texture palettes
}