dolphin/Source/Core
pierre 91036ae160 Slightly adjust z-values calculated in the vertex shader so OGL does not clip the
final rendering of (at least) Sonic Unleashed.

This should be (nearly) invisible in Z16 depth copies and in games, but there is
some chance that it collides with other such border cases. There probably is some
room to decrease the adjustment but 9999999/10000000 is not enough. A static offset 
may be an option, too. I don't know if the game can/does set something like that.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6225 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-09-23 19:38:49 +00:00
..
AudioCommon Reverted change from r6100 to previous version. That thing broke some games audios. With audio throttle off, possessing audio was disabled. Now I'm working on a workaround, stay tunned. 2010-08-17 15:45:12 +00:00
Common i know still a lot to fix and much work to do but sometimes experiments are fun :) 2010-09-23 02:17:48 +00:00
Core Jit64/JitIL: Implemented simple function inlining for speedup. 2010-09-23 02:05:04 +00:00
DebuggerUICommon Debugger enhancements: 2010-08-08 06:00:22 +00:00
DebuggerWX JitIL/Jit64: Removed std::vector for speed up. 2010-09-22 02:42:17 +00:00
DiscIO call DIVerify when a wii game is launched directly by dolphin (adds tmd+uid) 2010-09-08 00:20:19 +00:00
DolphinWX Fix a segmentation fault if "Change Disc..." is selected and then the file chooser is cancelled. 2010-09-16 02:12:00 +00:00
DSPCore hackfix dsp reset: fixes zelda collector's edition and some other games which reset and hang (...are there any others?) 2010-09-02 01:36:45 +00:00
InputCommon New Wiimote Plugin: Fix Emulated Wiimote Problem.(fixes issue 3230) Made the "Connected to X Wiimotes" text update on all tabs when clicking "Refresh"/"Pair Up". Some other cleanup. 2010-09-18 16:43:43 +00:00
InputUICommon GCPad/Wiimote New: (OS X Config Dialog) Temporarily fix a crash when selecting an item in the device list (a current bug in wxWidgets with wxTE_PROCESS_ENTER). (Windows DirectInput) Hopefully made axis enumeration and the fall back to polled data(for drivers which don't support buffered data) simpler and more foolproof (a few users were having issues with a few specific gamepads). 2010-08-29 03:45:56 +00:00
VideoCommon Slightly adjust z-values calculated in the vertex shader so OGL does not clip the 2010-09-23 19:38:49 +00:00