Pica: Use zero for the SecondaryFragmentColor source.

- This is a workaround until we support fragment lighting.
This commit is contained in:
bunnei 2015-05-25 18:45:05 -04:00
parent dcbc653b90
commit 33b9abb91e
3 changed files with 21 additions and 11 deletions

View file

@ -402,11 +402,16 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0,
auto GetSource = [&](Source source) -> Math::Vec4<u8> {
switch (source) {
// TODO: What's the difference between these two?
case Source::PrimaryColor:
// HACK: Until we implement fragment lighting, use primary_color
case Source::PrimaryFragmentColor:
return primary_color;
// HACK: Until we implement fragment lighting, use zero
case Source::SecondaryFragmentColor:
return {0, 0, 0, 0};
case Source::Texture0:
return texture_color[0];