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-rw-r--r--src/video_core/rasterizer.cpp4
1 files changed, 3 insertions, 1 deletions
diff --git a/src/video_core/rasterizer.cpp b/src/video_core/rasterizer.cpp
index 5769bd81e..74182abef 100644
--- a/src/video_core/rasterizer.cpp
+++ b/src/video_core/rasterizer.cpp
@@ -101,7 +101,9 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0,
101{ 101{
102 // vertex positions in rasterizer coordinates 102 // vertex positions in rasterizer coordinates
103 auto FloatToFix = [](float24 flt) { 103 auto FloatToFix = [](float24 flt) {
104 return Fix12P4(static_cast<unsigned short>(flt.ToFloat32() * 16.0f)); 104 // TODO: Rounding here is necessary to prevent garbage pixels at
105 // triangle borders. Is it that the correct solution, though?
106 return Fix12P4(static_cast<unsigned short>(round(flt.ToFloat32() * 16.0f)));
105 }; 107 };
106 auto ScreenToRasterizerCoordinates = [FloatToFix](const Math::Vec3<float24> vec) { 108 auto ScreenToRasterizerCoordinates = [FloatToFix](const Math::Vec3<float24> vec) {
107 return Math::Vec3<Fix12P4>{FloatToFix(vec.x), FloatToFix(vec.y), FloatToFix(vec.z)}; 109 return Math::Vec3<Fix12P4>{FloatToFix(vec.x), FloatToFix(vec.y), FloatToFix(vec.z)};