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.
This commit is contained in:
Unknown W. Brackets 2015-01-03 17:15:16 -08:00
parent 8a72fe3cb1
commit 7f7bf937fc
2 changed files with 25 additions and 11 deletions

View file

@ -216,8 +216,8 @@ bool DrawEngineCommon::GetCurrentSimpleVertices(int count, std::vector<GPUDebugV
Vec3f drawPos = ScreenToDrawing(screenPos);
if (gstate.vertType & GE_VTYPE_TC_MASK) {
vertices[i].u = vert.uv[0];
vertices[i].v = vert.uv[1];
vertices[i].u = vert.uv[0] * (float)gstate.getTextureWidth(0);
vertices[i].v = vert.uv[1] * (float)gstate.getTextureHeight(0);
} else {
vertices[i].u = 0.0f;
vertices[i].v = 0.0f;