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Turn off the single-strip optimization for software transform as it doesn't work yet.
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@ -929,13 +929,14 @@ void TransformDrawEngine::DecodeVerts() {
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}
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}
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int vertexCount = indexUpperBound - indexLowerBound + 1;
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// 3. Decode that range of vertex data.
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dec_->DecodeVerts(decoded + collectedVerts * (int)dec_->GetDecVtxFmt().stride,
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dc.verts, indexLowerBound, indexUpperBound);
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collectedVerts += indexUpperBound - indexLowerBound + 1;
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collectedVerts += vertexCount;
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// 4. Advance indexgen vertex counter.
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indexGen.Advance(indexUpperBound - indexLowerBound + 1);
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indexGen.Advance(vertexCount);
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i = lastMatch;
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}
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}
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@ -1215,6 +1216,9 @@ rotateVBO:
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DecodeVerts();
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gpuStats.numUncachedVertsDrawn += indexGen.VertexCount();
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prim = indexGen.Prim();
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// Undo the strip optimization, not supported by the SW code yet.
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if (prim == GE_PRIM_TRIANGLE_STRIP)
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prim = GE_PRIM_TRIANGLES;
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DEBUG_LOG(G3D, "Flush prim %i SW! %i verts in one go", prim, indexGen.VertexCount());
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SoftwareTransformAndDraw(
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