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rework slope/edge code. lay groundwork for antialiasing.
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@ -896,8 +896,6 @@ void SubmitVertex()
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s64 vertex[4] = {(s64)CurVertex[0], (s64)CurVertex[1], (s64)CurVertex[2], 0x1000};
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Vertex* vertextrans = &TempVertexBuffer[VertexNumInPoly];
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//printf("vertex: %08X %08X %08X, %d %d %d\n", CurVertex[0], CurVertex[1], CurVertex[2], VertexColor[0], VertexColor[1], VertexColor[2]);
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UpdateClipMatrix();
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vertextrans->Position[0] = (vertex[0]*ClipMatrix[0] + vertex[1]*ClipMatrix[4] + vertex[2]*ClipMatrix[8] + vertex[3]*ClipMatrix[12]) >> 12;
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vertextrans->Position[1] = (vertex[0]*ClipMatrix[1] + vertex[1]*ClipMatrix[5] + vertex[2]*ClipMatrix[9] + vertex[3]*ClipMatrix[13]) >> 12;
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