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Cleanup, don't even need z here.
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@ -846,7 +846,7 @@ bool TransformDrawEngine::TestBoundingBox(void* control_points, int vertexCount,
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// TODO: Probably move this to common code (with normalization?)
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// TODO: Probably move this to common code (with normalization?)
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static inline Vec3f ClipToScreenTemp(const Vec4f& coords)
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static inline Vec3f ClipToScreen(const Vec4f& coords)
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{
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{
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// TODO: Check for invalid parameters (x2 < x1, etc)
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// TODO: Check for invalid parameters (x2 < x1, etc)
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float vpx1 = getFloat24(gstate.viewportx1);
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float vpx1 = getFloat24(gstate.viewportx1);
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@ -860,11 +860,6 @@ static inline Vec3f ClipToScreenTemp(const Vec4f& coords)
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float rety = coords.y * vpy1 / coords.w + vpy2;
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float rety = coords.y * vpy1 / coords.w + vpy2;
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float retz = coords.z * vpz1 / coords.w + vpz2;
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float retz = coords.z * vpz1 / coords.w + vpz2;
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if (gstate.clipEnable & 0x1) {
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if (retz < 0.f) retz = 0.f;
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if (retz > 65535.f) retz = 65535.f;
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}
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// 16 = 0xFFFF / 4095.9375
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// 16 = 0xFFFF / 4095.9375
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return Vec3f(retx * 16, rety * 16, retz);
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return Vec3f(retx * 16, rety * 16, retz);
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}
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}
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@ -940,7 +935,7 @@ bool TransformDrawEngine::GetCurrentSimpleVertices(int count, std::vector<GPUDeb
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Vec3ByMatrix43(viewPos, worldPos, gstate.viewMatrix);
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Vec3ByMatrix43(viewPos, worldPos, gstate.viewMatrix);
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float clipPos[4];
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float clipPos[4];
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Vec3ByMatrix44(clipPos, viewPos, gstate.projMatrix);
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Vec3ByMatrix44(clipPos, viewPos, gstate.projMatrix);
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Vec3f screenPos = ClipToScreenTemp(clipPos);
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Vec3f screenPos = ClipToScreen(clipPos);
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Vec3f drawPos = ScreenToDrawing(screenPos);
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Vec3f drawPos = ScreenToDrawing(screenPos);
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vertices[i].u = vert.uv[0];
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vertices[i].u = vert.uv[0];
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