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Run code through the advanced tool 'sed' to remove trailing whitespace.
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@ -12,13 +12,13 @@ class VertexManager
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{
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private:
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static const u32 SMALLEST_POSSIBLE_VERTEX = sizeof(float)*3; // 3 pos
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static const u32 LARGEST_POSSIBLE_VERTEX = sizeof(float)*45 + sizeof(u32)*2; // 3 pos, 3*3 normal, 2*u32 color, 8*4 tex, 1 posMat
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static const u32 LARGEST_POSSIBLE_VERTEX = sizeof(float)*45 + sizeof(u32)*2; // 3 pos, 3*3 normal, 2*u32 color, 8*4 tex, 1 posMat
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static const u32 MAX_PRIMITIVES_PER_COMMAND = (u16)-1;
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public:
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static const u32 MAXVBUFFERSIZE = ROUND_UP_POW2 (MAX_PRIMITIVES_PER_COMMAND * LARGEST_POSSIBLE_VERTEX);
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// We may convert triangle-fans to triangle-lists, almost 3x as many indices.
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static const u32 MAXIBUFFERSIZE = ROUND_UP_POW2 (MAX_PRIMITIVES_PER_COMMAND * 3);
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@ -43,7 +43,7 @@ public:
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static void DoState(PointerWrap& p);
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virtual void CreateDeviceObjects(){};
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virtual void DestroyDeviceObjects(){};
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protected:
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u16* GetTriangleIndexBuffer() { return &TIBuffer[0]; }
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u16* GetLineIndexBuffer() { return &LIBuffer[0]; }
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@ -55,13 +55,13 @@ protected:
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private:
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bool IsFlushed() const;
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void ResetBuffer();
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//virtual void Draw(u32 stride, bool alphapass) = 0;
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// temp
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virtual void vFlush() = 0;
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std::vector<u8> LocalVBuffer;
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std::vector<u16> TIBuffer;
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std::vector<u16> LIBuffer;
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