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Disable non-through RotateUV, according to Raven02 it seems it's not needed although I have my doubts :)
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@ -347,7 +347,9 @@ static void SwapUVs(TransformedVertex &a, TransformedVertex &b) {
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// to to or
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// to to or
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// 1 0 0 1 1 2 3 0
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// 1 0 0 1 1 2 3 0
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// Used by Star Soldier and Ys vs Sora.
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// See comment below where this was called before.
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/*
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static void RotateUV(TransformedVertex v[4]) {
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static void RotateUV(TransformedVertex v[4]) {
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float x1 = v[2].x;
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float x1 = v[2].x;
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float x2 = v[0].x;
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float x2 = v[0].x;
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@ -356,7 +358,7 @@ static void RotateUV(TransformedVertex v[4]) {
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if ((x1 < x2 && y1 < y2) || (x1 > x2 && y1 > y2))
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if ((x1 < x2 && y1 < y2) || (x1 > x2 && y1 > y2))
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SwapUVs(v[1], v[3]);
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SwapUVs(v[1], v[3]);
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}
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}*/
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static void RotateUVThrough(TransformedVertex v[4]) {
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static void RotateUVThrough(TransformedVertex v[4]) {
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float x1 = v[2].x;
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float x1 = v[2].x;
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@ -635,8 +637,11 @@ void TransformDrawEngine::SoftwareTransformAndDraw(
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// That's the four corners. Now process UV rotation.
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// That's the four corners. Now process UV rotation.
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if (throughmode)
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if (throughmode)
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RotateUVThrough(trans);
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RotateUVThrough(trans);
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else
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// Apparently, non-through RotateUV just breaks things.
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RotateUV(trans);
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// If we find a game where it helps, we'll just have to figure out how they differ.
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// Possibly, it has something to do with flipped viewport Y axis, which a few games use.
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// else
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// RotateUV(trans);
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// bottom right
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// bottom right
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trans[4] = trans[0];
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trans[4] = trans[0];
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