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softgpu: Don't call rectangles quads.
GLES has quads and they work pretty differently.
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@ -136,7 +136,7 @@ static void RotateUVThrough(VertexData &tl, VertexData &tr, VertexData &bl, Vert
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}
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}
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void ProcessQuad(const VertexData& v0, const VertexData& v1)
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void ProcessRect(const VertexData& v0, const VertexData& v1)
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{
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if (!gstate.isModeThrough()) {
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VertexData buf[4];
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@ -24,6 +24,6 @@ namespace Clipper {
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void ProcessPoint(VertexData& v0);
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void ProcessLine(VertexData& v0, VertexData& v1);
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void ProcessTriangle(VertexData& v0, VertexData& v1, VertexData& v2);
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void ProcessQuad(const VertexData& v0, const VertexData& v1);
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void ProcessRect(const VertexData& v0, const VertexData& v1);
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}
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@ -352,7 +352,7 @@ void TransformUnit::SubmitPrimitive(void* vertices, void* indices, u32 prim_type
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}
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case GE_PRIM_RECTANGLES:
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Clipper::ProcessQuad(data[0], data[1]);
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Clipper::ProcessRect(data[0], data[1]);
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break;
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case GE_PRIM_LINES:
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