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Bezier/Spline: Don't generate UVs if UVs are already specified in the control points
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@ -246,16 +246,18 @@ void TesselatePatch(u8 *&dest, int &count, const HWSplinePatch &patch, u32 vertT
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SimpleVertex v3 = *patch.points[point_index+5];
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// Generate UV. TODO: Do this even if UV specified in control points?
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float u = u_base + tile_u * third;
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float v = v_base + tile_v * third;
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v0.uv[0] = u;
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v0.uv[1] = v;
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v1.uv[0] = u + third;
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v1.uv[1] = v;
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v2.uv[0] = u;
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v2.uv[1] = v + third;
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v3.uv[0] = u + third;
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v3.uv[1] = v + third;
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if ((vertType & GE_VTYPE_TC_MASK) == 0) {
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float u = u_base + tile_u * third;
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float v = v_base + tile_v * third;
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v0.uv[0] = u;
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v0.uv[1] = v;
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v1.uv[0] = u + third;
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v1.uv[1] = v;
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v2.uv[0] = u;
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v2.uv[1] = v + third;
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v3.uv[0] = u + third;
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v3.uv[1] = v + third;
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}
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// Generate normal if lighting is enabled (otherwise there's no point).
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// This is a really poor quality algorithm, we get facet normals.
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