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D3D: Fix 8-bit signed normals. Fixes lighting problems in Super Smash Bros Melee. misc tiny things
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4265 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -68,8 +68,9 @@ D3DDECLTYPE VarToD3D(VarType t, int size)
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static const D3DDECLTYPE lookup3[5] = {
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D3DDECLTYPE_UNUSED, D3DDECLTYPE_UNUSED, D3DDECLTYPE_UNUSED, D3DDECLTYPE_UNUSED, D3DDECLTYPE_FLOAT3,
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};
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// Sadly, D3D9 has no SBYTE4N. D3D10 does, though.
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static const D3DDECLTYPE lookup4[5] = {
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D3DDECLTYPE_UBYTE4N, D3DDECLTYPE_UBYTE4N, D3DDECLTYPE_SHORT4N, D3DDECLTYPE_USHORT4N, D3DDECLTYPE_FLOAT4,
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D3DDECLTYPE_UNUSED, D3DDECLTYPE_UBYTE4N, D3DDECLTYPE_SHORT4N, D3DDECLTYPE_USHORT4N, D3DDECLTYPE_FLOAT4,
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};
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D3DDECLTYPE retval = D3DDECLTYPE_UNUSED;
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switch (size) {
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@ -84,9 +85,6 @@ D3DDECLTYPE VarToD3D(VarType t, int size)
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return retval;
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}
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// TODO: Ban signed bytes as normals - not likely that ATI supports them natively.
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// We probably won't see much of a speed loss, and any speed loss will be regained anyway
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// when we finally compile display lists.
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void D3DVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
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{
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vertex_stride = _vtx_decl.stride;
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