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software: Examine v0/v1 for uv rotation.
If we determine tl/br heuristically, it can never rotate correctly. Anyway, this still is not rotating correctly...
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@ -125,7 +125,7 @@ static inline int CalcClipMask(const ClipCoords& v)
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} \
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}
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static void RotateUVThrough(VertexData &tl, VertexData &tr, VertexData &bl, VertexData &br) {
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static void RotateUVThrough(const VertexData &tl, const VertexData &br, VertexData &tr, VertexData &bl) {
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const fixed16 x1 = tl.screenpos.x;
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const fixed16 x2 = br.screenpos.x;
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const fixed16 y1 = tl.screenpos.y;
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@ -211,7 +211,7 @@ void ProcessRect(const VertexData& v0, const VertexData& v1)
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bottomright = &buf[i];
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}
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RotateUVThrough(*topleft, *topright, *bottomleft, *bottomright);
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RotateUVThrough(v0, v1, *topright, *bottomleft);
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// Four triangles to do backfaces as well. Two of them will get backface culled.
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Rasterizer::DrawTriangle(*topleft, *topright, *bottomright);
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