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, { // vertex positions in rasterizer coordinates auto FloatToFix = [](float24 flt) { - return Fix12P4(static_cast(flt.ToFloat32() * 16.0f)); + // TODO: Rounding here is necessary to prevent garbage pixels at + // triangle borders. Is it that the correct solution, though? + return Fix12P4(static_cast(round(flt.ToFloat32() * 16.0f))); }; auto ScreenToRasterizerCoordinates = [FloatToFix](const Math::Vec3 vec) { return Math::Vec3{FloatToFix(vec.x), FloatToFix(vec.y), FloatToFix(vec.z)};