This was discovered and verified by @fincs. The tev combiner buffer actually lags behind by one stage, meaning stage 1 reads the initial color, stage 2 reads stage 0's output, and so on. Fixes character portraits in Fire Emblem: Awakening and world textures in Zelda: ALBW. Closes #1140. |
||
|---|---|---|
| .. | ||
| gl_rasterizer.cpp | ||
| gl_rasterizer.h | ||
| gl_rasterizer_cache.cpp | ||
| gl_rasterizer_cache.h | ||
| gl_resource_manager.h | ||
| gl_shader_gen.cpp | ||
| gl_shader_gen.h | ||
| gl_shader_util.cpp | ||
| gl_shader_util.h | ||
| gl_state.cpp | ||
| gl_state.h | ||
| pica_to_gl.h | ||
| renderer_opengl.cpp | ||
| renderer_opengl.h | ||