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a few attempts at optimization
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@ -541,7 +541,6 @@ bool DepthTest(s32 oldz, s32 z)
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u32 RenderPixel(Polygon* polygon, u8 vr, u8 vg, u8 vb, s16 s, s16 t)
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{
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u32 attr = polygon->Attr;
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u8 r, g, b, a;
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u32 blendmode = (polygon->Attr >> 4) & 0x3;
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@ -910,7 +909,10 @@ void RenderPolygon(Polygon* polygon)
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// wireframe polygons. really ugly, but works
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if (wireframe && edge==0)
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{
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x = r_edgestart + 1;
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continue;
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}
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u32 pixeladdr = (y*256) + x;
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u32 attr = polygon->Attr & 0x3F008000;
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