- remove TriDrawTriangleArgs::uniforms as it is redundant
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7940d5fe01
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3 changed files with 47 additions and 53 deletions
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@ -537,7 +537,6 @@ void PolyTriangleThreadData::DrawIndexed(int index, int vcount, PolyDrawMode dra
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elements += index;
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TriDrawTriangleArgs args;
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args.uniforms = &drawargs;
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ShadedTriVertex vertbuffer[3];
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ShadedTriVertex *vert[3] = { &vertbuffer[0], &vertbuffer[1], &vertbuffer[2] };
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@ -602,7 +601,6 @@ void PolyTriangleThreadData::Draw(int index, int vcount, PolyDrawMode drawmode)
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return;
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TriDrawTriangleArgs args;
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args.uniforms = &drawargs;
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int vinput = index;
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@ -913,7 +911,7 @@ void PolyTriangleThreadData::DrawShadedTriangle(const ShadedTriVertex *const* ve
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// Keep varyings in -128 to 128 range if possible
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// But don't do this for the skycap mode since the V texture coordinate is used for blending
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if (numclipvert > 0 && args->uniforms->BlendMode() != TriBlendMode::Skycap)
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if (numclipvert > 0 && drawargs.BlendMode() != TriBlendMode::Skycap)
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{
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float newOriginU = floorf(clippedvert[0].u * 0.1f) * 10.0f;
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float newOriginV = floorf(clippedvert[0].v * 0.1f) * 10.0f;
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