Fix Indexorder issues and patchfixsomehow dx9 tex filtering
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@@ -175,6 +175,10 @@ void GfxDirectX9::SysReset() {
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impl->Device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
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impl->Device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
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impl->Device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
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impl->Device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
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impl->Device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
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impl->Device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
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impl->Device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
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impl->Device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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impl->Device->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
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}
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}
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Li::Texture GfxDirectX9::LoadTexture(const std::vector<PD::u8>& pixels, int w,
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Li::Texture GfxDirectX9::LoadTexture(const std::vector<PD::u8>& pixels, int w,
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@@ -125,7 +125,8 @@ class GfxDriverBase : public GfxDriver {
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while (index < commands.size() &&
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while (index < commands.size() &&
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CurrentTexIsSDF == commands[index].SDF &&
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CurrentTexIsSDF == commands[index].SDF &&
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(CurrentTex == commands[index].Tex ||
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(CurrentTex == commands[index].Tex ||
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(CurrentTex == pWhite.GetID() && commands[index].Tex == 0))) {
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(CurrentTex == pWhite.GetID() && commands[index].Tex == 0)) &&
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commands[index].FirstIndex == startidx + num_indices) {
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num_indices += commands[index].IndexCount;
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num_indices += commands[index].IndexCount;
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index++;
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index++;
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}
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}
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