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Let's try this
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@ -84,7 +84,7 @@
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#elif defined(HAVE_D3D9)
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#elif defined(HAVE_D3D9)
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#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1)
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#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1)
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#elif defined(HAVE_D3D8)
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#elif defined(HAVE_D3D8)
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#ifdef _XBOX
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#if 1
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#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW | D3DFVF_TEX1)
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#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW | D3DFVF_TEX1)
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#else
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#else
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#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ | D3DFVF_TEX1)
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#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ | D3DFVF_TEX1)
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@ -125,34 +125,51 @@ static void d3d8_renderchain_set_vertices(void *data, unsigned pass,
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vert[0].y = -1.0f;
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vert[0].y = -1.0f;
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vert[0].z = 1.0f;
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vert[0].z = 1.0f;
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vert[0].u = tex_h;
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vert[0].v = 0.0f;
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vert[1].x = 1.0f;
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vert[1].x = 1.0f;
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vert[1].y = -1.0f;
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vert[1].y = -1.0f;
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vert[1].z = 1.0f;
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vert[1].z = 1.0f;
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vert[1].u = tex_h;
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vert[1].v = 0.0f;
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vert[2].x = -1.0f;
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vert[2].x = -1.0f;
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vert[2].y = 1.0f;
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vert[2].y = 1.0f;
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vert[2].z = 1.0f;
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vert[2].z = 1.0f;
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vert[2].u = 0.0f;
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vert[2].v = 0.0f;
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vert[3].x = 1.0f;
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vert[3].x = 1.0f;
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vert[3].y = 1.0f;
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vert[3].y = 1.0f;
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vert[3].z = 1.0f;
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vert[3].z = 1.0f;
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vert[3].u = 0.0f;
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vert[3].v = 0.0f;
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#ifdef _XBOX
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#ifdef _XBOX
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vert[0].rhw = 0.0f;
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vert[0].rhw = 0.0f;
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vert[1].rhw = tex_w;
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vert[1].rhw = tex_w;
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vert[2].rhw = 0.0f;
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vert[2].rhw = 0.0f;
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vert[3].rhw = tex_w;
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vert[3].rhw = tex_w;
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vert[0].u = tex_h;
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vert[0].v = 0.0f;
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vert[1].u = tex_h;
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vert[1].v = 0.0f;
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vert[2].u = 0.0f;
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vert[2].v = 0.0f;
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vert[3].u = 0.0f;
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vert[3].v = 0.0f;
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#else
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vert[0].rhw = 1.0f;
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vert[1].rhw = 1.0f;
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vert[2].rhw = 1.0f;
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vert[3].rhw = 1.0f;
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vert[0].u = tex_w;
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vert[0].v = tex_h;
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vert[1].u = tex_w;
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vert[1].v = tex_h;
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vert[2].u = tex_w;
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vert[2].v = tex_h;
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vert[3].u = tex_w;
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vert[3].v = tex_h;
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#endif
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#endif
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#endif
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/* TODO/FIXME - might not need this for D3D8 */
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/* Align texels and vertices. */
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/* Align texels and vertices. */
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for (i = 0; i < 4; i++)
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for (i = 0; i < 4; i++)
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{
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{
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