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d3d: Flip v correctly when buffer swapping.
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@ -257,9 +257,8 @@ namespace DX9 {
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void FramebufferManagerDX9::DrawActiveTexture(LPDIRECT3DTEXTURE9 tex, float x, float y, float w, float h, float destW, float destH, bool flip, float uscale, float vscale) {
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float u2 = uscale;
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// Since we're flipping, 0 is down. That's where the scale goes.
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float v1 = flip ? 1.0f : 1.0f - vscale;
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float v2 = flip ? 1.0f - vscale : 1.0f;
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float v1 = flip ? vscale : 0.0f;
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float v2 = flip ? 0.0f : vscale;
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float coord[] = {
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x, y, 0, 0, v1,
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