Fix Indexorder issues and patchfixsomehow dx9 tex filtering

This commit is contained in:
2026-09-05 17:02:37 +02:00
parent 42cb7ce2ed
commit 6b5f30b334
2 changed files with 6 additions and 1 deletions
+4
View File
@@ -175,6 +175,10 @@ void GfxDirectX9::SysReset() {
impl->Device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
impl->Device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
impl->Device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
impl->Device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
impl->Device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
impl->Device->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
}
Li::Texture GfxDirectX9::LoadTexture(const std::vector<PD::u8>& pixels, int w,
+2 -1
View File
@@ -125,7 +125,8 @@ class GfxDriverBase : public GfxDriver {
while (index < commands.size() &&
CurrentTexIsSDF == commands[index].SDF &&
(CurrentTex == commands[index].Tex ||
(CurrentTex == pWhite.GetID() && commands[index].Tex == 0))) {
(CurrentTex == pWhite.GetID() && commands[index].Tex == 0)) &&
commands[index].FirstIndex == startidx + num_indices) {
num_indices += commands[index].IndexCount;
index++;
}