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VideoCommon/VertexLoader: Remove duplicate point min and max calculation
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@ -307,22 +307,18 @@ void LOADERDECL UpdateBoundingBox()
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// If the polygon is inside viewport, let's update the bounding box and be done with it
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if ((b0 == 3) && (b0 == b1) && (b0 == b2))
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{
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// Line
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if (numPoints == 2)
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{
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left = (p0.x < p1.x) ? p0.x : p1.x;
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top = (p0.y < p1.y) ? p0.y : p1.y;
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right = (p0.x > p1.x) ? p0.x : p1.x;
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bottom = (p0.y > p1.y) ? p0.y : p1.y;
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}
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left = std::min(p0.x, p1.x);
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top = std::min(p0.y, p1.y);
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right = std::max(p0.x, p1.x);
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bottom = std::max(p0.y, p1.y);
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// Triangle
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else
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if (numPoints == 3)
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{
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left = (p0.x < p1.x) ? (p0.x < p2.x) ? p0.x : p2.x : (p1.x < p2.x) ? p1.x : p2.x;
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top = (p0.y < p1.y) ? (p0.y < p2.y) ? p0.y : p2.y : (p1.y < p2.y) ? p1.y : p2.y;
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right = (p0.x > p1.x) ? (p0.x > p2.x) ? p0.x : p2.x : (p1.x > p2.x) ? p1.x : p2.x;
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bottom = (p0.y > p1.y) ? (p0.y > p2.y) ? p0.y : p2.y : (p1.y > p2.y) ? p1.y : p2.y;
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left = std::min(left, p2.x);
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top = std::min(top, p2.y);
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right = std::max(right, p2.x);
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bottom = std::max(bottom, p2.y);
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}
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// Update bounding box
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