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SoftRasterizer: Fix Z-depth calculations when compiling on MSVC. Fixe…
…s the overworld map in Dragon Quest IV. (Regression from commit d81a75c.) - Apparently, MSVC has a more strict implementation of IEEE-754 single-precision floats (with 23-bit significands) than Clang and GCC, and so we going to drop 2 LSBs during the calculation so that we're multiplying z by a 22-bit significand. Coincidentally, this now matches what we're doing with the OpenGL renderer, so this tends to better code consistency.
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