Increase the bad texture size threshold.

Fixes #19116
This commit is contained in:
Henrik Rydgård committed 2024-05-10 13:58:03 +02:00
1 parent 9d9c4e5c00
commit 8ce7982d8b
1 file changed
+4 -1
+4 -1
View File
@@ -2833,7 +2833,10 @@ bool TextureCacheCommon::PrepareBuildTexture(BuildTexturePlan &plan, TexCacheEnt
plan.scaleFactor = 1;
} else if (!g_DoubleTextureCoordinates) {
// Refuse to load invalid-ly sized textures, which can happen through display list corruption.
if (plan.w > 1024 || plan.h > 1024) {
// However, turns out some games uses huge textures for font rendering for no apparent reason.
// These will only work correctly in the top 512x512 part. So, I've increased the threshold quite a bit.
// We probably should handle these differently, by clamping the texture size and texture coordinates, but meh.
if (plan.w > 2048 || plan.h > 2048) {
ERROR_LOG(G3D, "Bad texture dimensions: %dx%d", plan.w, plan.h);
return false;
}