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Flip in throughmode for SW T&L
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@ -640,10 +640,13 @@ void TransformDrawEngine::SoftwareTransformAndDraw(
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transformed[index].fog = fogCoef;
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memcpy(&transformed[index].u, uv, 2 * sizeof(float));
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if (gstate_c.flipTexture) {
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//if (throughmode)
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// transformed[index].v = (float)gstate_c.actualTextureHeight / gstate_c.curTextureHeight - transformed[index].v;
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//else
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transformed[index].v = 1.0f - transformed[index].v; // * 2.0f;
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if (throughmode)
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transformed[index].v = 1.0f - transformed[index].v;
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else
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transformed[index].v = 1.0f - transformed[index].v * 2.0f;
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}
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for (int i = 0; i < 4; i++) {
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transformed[index].color0[i] = c0[i] * 255.0f;
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}
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for (int i = 0; i < 4; i++) {
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transformed[index].color0[i] = c0[i] * 255.0f;
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