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this was a hard fix to found:
if a degenerated primitive is passed to the VertexManager treat it as a compatible primitive, for example if a 5 vertex quad is passed treat it as a triangle fan. as crazy at this seems it fix the sun glare in ZWW, please test an d let me know if it make a difference in other games git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4931 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -110,12 +110,12 @@ void AddIndices(int primitive, int numVertices)
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{
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switch (primitive)
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{
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case GX_DRAW_TRIANGLES: IndexGenerator::AddList(numVertices); break;
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case GX_DRAW_QUADS: IndexGenerator::AddQuads(numVertices); break;
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case GX_DRAW_QUADS: if ((numVertices % 4) == 0 ) {IndexGenerator::AddQuads(numVertices);} else {IndexGenerator::AddFan(numVertices);} break;
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case GX_DRAW_TRIANGLES: if ((numVertices % 3) == 0 ) {IndexGenerator::AddList(numVertices);} else {IndexGenerator::AddStrip(numVertices);} break;
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case GX_DRAW_TRIANGLE_STRIP: IndexGenerator::AddStrip(numVertices); break;
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case GX_DRAW_TRIANGLE_FAN: IndexGenerator::AddFan(numVertices); break;
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case GX_DRAW_LINE_STRIP: IndexGenerator::AddLineStrip(numVertices); break;
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case GX_DRAW_LINES: IndexGenerator::AddLineList(numVertices); break;
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case GX_DRAW_LINES: if ((numVertices % 2) == 0 ) {IndexGenerator::AddLineList(numVertices);} else {IndexGenerator::AddLineStrip(numVertices);} break;
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case GX_DRAW_POINTS: IndexGenerator::AddPoints(numVertices); break;
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}
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}
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