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@ -101,7 +101,9 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0,
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{
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// vertex positions in rasterizer coordinates
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auto FloatToFix = [](float24 flt) {
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return Fix12P4(static_cast<unsigned short>(flt.ToFloat32() * 16.0f));
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// TODO: Rounding here is necessary to prevent garbage pixels at
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// triangle borders. Is it that the correct solution, though?
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return Fix12P4(static_cast<unsigned short>(round(flt.ToFloat32() * 16.0f)));
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};
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auto ScreenToRasterizerCoordinates = [FloatToFix](const Math::Vec3<float24> vec) {
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return Math::Vec3<Fix12P4>{FloatToFix(vec.x), FloatToFix(vec.y), FloatToFix(vec.z)};
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