Scale UVs in through and non-through.
This also shows them scaled to the w/h in the vertex preview, which is probably easier to read and matches positions. Additionally, fixes textures drawn fully not being highlighted at all.
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2 changed files with 25 additions and 11 deletions
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@ -216,8 +216,8 @@ bool DrawEngineCommon::GetCurrentSimpleVertices(int count, std::vector<GPUDebugV
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Vec3f drawPos = ScreenToDrawing(screenPos);
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if (gstate.vertType & GE_VTYPE_TC_MASK) {
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vertices[i].u = vert.uv[0];
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vertices[i].v = vert.uv[1];
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vertices[i].u = vert.uv[0] * (float)gstate.getTextureWidth(0);
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vertices[i].v = vert.uv[1] * (float)gstate.getTextureHeight(0);
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} else {
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vertices[i].u = 0.0f;
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vertices[i].v = 0.0f;
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