gl_shader_cache: Do not flip tessellation on OpenGL
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		| @@ -159,8 +159,7 @@ Shader::RuntimeInfo MakeRuntimeInfo(const GraphicsProgramKey& key, | ||||
|     Shader::RuntimeInfo info; | ||||
|     switch (program.stage) { | ||||
|     case Shader::Stage::TessellationEval: | ||||
|         // We have to flip tessellation clockwise for some reason... | ||||
|         info.tess_clockwise = key.tessellation_clockwise == 0; | ||||
|         info.tess_clockwise = key.tessellation_clockwise != 0; | ||||
|         info.tess_primitive = [&key] { | ||||
|             switch (key.tessellation_primitive) { | ||||
|             case Maxwell::TessellationPrimitive::Isolines: | ||||
|   | ||||
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