mirror of
https://github.com/melonDS-emu/melonDS.git
synced 2025-07-21 05:09:46 -06:00
@ -519,6 +519,27 @@ u32* SetupVertex(Polygon* poly, int vid, Vertex* vtx, u32 vtxattr, u32* vptr)
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y = vtx->FinalPosition[1];
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y = vtx->FinalPosition[1];
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}
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}
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// correct nearly-vertical edges that would look vertical on the DS
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/*{
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int vtopid = vid - 1;
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if (vtopid < 0) vtopid = poly->NumVertices-1;
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Vertex* vtop = poly->Vertices[vtopid];
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if (vtop->FinalPosition[1] >= vtx->FinalPosition[1])
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{
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vtopid = vid + 1;
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if (vtopid >= poly->NumVertices) vtopid = 0;
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vtop = poly->Vertices[vtopid];
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}
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if ((vtop->FinalPosition[1] < vtx->FinalPosition[1]) &&
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(vtx->FinalPosition[0] == vtop->FinalPosition[0]-1))
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{
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if (ScaleFactor > 1)
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x = (vtop->HiresPosition[0] * ScaleFactor) >> 4;
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else
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x = vtop->FinalPosition[0];
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}
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}*/
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*vptr++ = x | (y << 16);
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*vptr++ = x | (y << 16);
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*vptr++ = z | (w << 16);
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*vptr++ = z | (w << 16);
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@ -1076,9 +1097,9 @@ void RenderSceneChunk(int y, int h)
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glStencilMask(0);
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glStencilMask(0);
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, FramebufferTex[4]);
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glBindTexture(GL_TEXTURE_2D, FramebufferTex[FrontBuffer ? 6 : 4]);
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glActiveTexture(GL_TEXTURE1);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, FramebufferTex[5]);
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glBindTexture(GL_TEXTURE_2D, FramebufferTex[FrontBuffer ? 7 : 5]);
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glBindBuffer(GL_ARRAY_BUFFER, ClearVertexBufferID);
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glBindBuffer(GL_ARRAY_BUFFER, ClearVertexBufferID);
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glBindVertexArray(ClearVertexArrayID);
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glBindVertexArray(ClearVertexArrayID);
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