vertex coords appear to be 27 bit signed ints

at least for determining the orientation?
This commit is contained in:
Jaklyy 2024-08-15 18:55:10 -04:00
parent 0a908dd49d
commit 047dccd859

View File

@ -995,7 +995,7 @@ void GPU3D::SubmitPolygon() noexcept
facingview = (cross >= 0);
if (cross >= 0)
if (cross > 0)
{
if (!(CurPolygonAttr & (1<<7)))
{
@ -1003,7 +1003,7 @@ void GPU3D::SubmitPolygon() noexcept
return;
}
}
else if (cross <= 0)
else if (cross < 0)
{
if (!(CurPolygonAttr & (1<<6)))
{
@ -1011,6 +1011,14 @@ void GPU3D::SubmitPolygon() noexcept
return;
}
}
else // cross == 0
{
if (!(CurPolygonAttr & (3<<6)))
{
LastStripPolygon = NULL;
return;
}
}
}
// for strips, check whether we can attach to the previous polygon
@ -1357,10 +1365,10 @@ void GPU3D::SubmitVertex() noexcept
Vertex* vertextrans = &TempVertexBuffer[VertexNumInPoly];
UpdateClipMatrix();
vertextrans->Position[0] = (vertex[0]*ClipMatrix[0] + vertex[1]*ClipMatrix[4] + vertex[2]*ClipMatrix[8] + vertex[3]*ClipMatrix[12]) >> 12;
vertextrans->Position[1] = (vertex[0]*ClipMatrix[1] + vertex[1]*ClipMatrix[5] + vertex[2]*ClipMatrix[9] + vertex[3]*ClipMatrix[13]) >> 12;
vertextrans->Position[2] = (vertex[0]*ClipMatrix[2] + vertex[1]*ClipMatrix[6] + vertex[2]*ClipMatrix[10] + vertex[3]*ClipMatrix[14]) >> 12;
vertextrans->Position[3] = (vertex[0]*ClipMatrix[3] + vertex[1]*ClipMatrix[7] + vertex[2]*ClipMatrix[11] + vertex[3]*ClipMatrix[15]) >> 12;
vertextrans->Position[0] = ((vertex[0]*ClipMatrix[0] + vertex[1]*ClipMatrix[4] + vertex[2]*ClipMatrix[8] + vertex[3]*ClipMatrix[12]) << 25) >> 41;
vertextrans->Position[1] = ((vertex[0]*ClipMatrix[1] + vertex[1]*ClipMatrix[5] + vertex[2]*ClipMatrix[9] + vertex[3]*ClipMatrix[13]) << 25) >> 41;
vertextrans->Position[2] = ((vertex[0]*ClipMatrix[2] + vertex[1]*ClipMatrix[6] + vertex[2]*ClipMatrix[10] + vertex[3]*ClipMatrix[14]) << 25) >> 41;
vertextrans->Position[3] = ((vertex[0]*ClipMatrix[3] + vertex[1]*ClipMatrix[7] + vertex[2]*ClipMatrix[11] + vertex[3]*ClipMatrix[15]) << 25) >> 41;
// this probably shouldn't be.
// the way color is handled during clipping needs investigation. TODO