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authorGravatar bunnei <bunneidev@gmail.com>2015-05-25 18:45:05 -0400
committerGravatar bunnei <bunneidev@gmail.com>2015-05-31 01:52:42 -0400
commit33b9abb91e17e39ebadfa34ff3f6dac9f07f87d7 (patch)
tree2ff0e6c796bcc3d489c7fb3e67a78bccbc4a3cc4 /src/video_core/rasterizer.cpp
parentdcbc653b90eb4f3e67939a090a7777cb6d17c3cc (diff)
Pica: Use zero for the SecondaryFragmentColor source.
- This is a workaround until we support fragment lighting.
Diffstat (limited to 'src/video_core/rasterizer.cpp')
-rw-r--r--src/video_core/rasterizer.cpp7
1 files changed, 6 insertions, 1 deletions
diff --git a/src/video_core/rasterizer.cpp b/src/video_core/rasterizer.cpp
index e0f8d9e6..113b573f 100644
--- a/src/video_core/rasterizer.cpp
+++ b/src/video_core/rasterizer.cpp
@@ -402,11 +402,16 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0,
auto GetSource = [&](Source source) -> Math::Vec4<u8> {
switch (source) {
- // TODO: What's the difference between these two?
case Source::PrimaryColor:
+
+ // HACK: Until we implement fragment lighting, use primary_color
case Source::PrimaryFragmentColor:
return primary_color;
+ // HACK: Until we implement fragment lighting, use zero
+ case Source::SecondaryFragmentColor:
+ return {0, 0, 0, 0};
+
case Source::Texture0:
return texture_color[0];