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rsx: Properly calculate vertex range when divisor is active #7820

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merged 1 commit into from Mar 22, 2020

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kd-11
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@kd-11 kd-11 commented Mar 21, 2020

  • Tweaks attrib divisor optimization logic a bit. Fixes particle rendering in Rachet & Clank future fames which resulted in vertex explosion before.

- The upper bound is to be rounded up, not down.
@MsDarkLow
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MsDarkLow commented Mar 21, 2020

Example of the particles being correctly rendered on the saw in R&C: ToD
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PR (Please ignore the fps, that is due to pausing in the game)
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@kd-11 kd-11 changed the title [TESTERS NEEDED] rsx: Properly calculate vertex range when divisor is active rsx: Properly calculate vertex range when divisor is active Mar 22, 2020
@kd-11 kd-11 merged commit 12044bd into RPCS3:master Mar 22, 2020
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2 participants