3D: Fix texture coords for FXAA on D3D
--HG-- branch : multipass-stereo
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1a413b0fe3
commit
96bd17ae63
1 changed files with 14 additions and 4 deletions
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@ -148,10 +148,20 @@ CFXAA::CFXAA(NL3D::UDriver *driver) : m_Driver(driver), m_PP(NULL), m_VP(NULL),
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m_QuadUV.V2 = CVector(1.f, 1.f, 0.5f);
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m_QuadUV.V3 = CVector(0.f, 1.f, 0.5f);
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m_QuadUV.Uv0 = CUV(0.f, 0.f);
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m_QuadUV.Uv1 = CUV(1.f, 0.f);
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m_QuadUV.Uv2 = CUV(1.f, 1.f);
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m_QuadUV.Uv3 = CUV(0.f, 1.f);
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if (drv->textureCoordinateAlternativeMode())
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{
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m_QuadUV.Uv0 = CUV(0.f, 1.f);
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m_QuadUV.Uv1 = CUV(1.f, 1.f);
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m_QuadUV.Uv2 = CUV(1.f, 0.f);
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m_QuadUV.Uv3 = CUV(0.f, 0.f);
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}
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else
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{
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m_QuadUV.Uv0 = CUV(0.f, 0.f);
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m_QuadUV.Uv1 = CUV(1.f, 0.f);
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m_QuadUV.Uv2 = CUV(1.f, 1.f);
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m_QuadUV.Uv3 = CUV(0.f, 1.f);
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}
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/*CVertexBuffer &vb = m_VB;
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vb.clearValueEx();
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