Another minor fix
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@ -669,7 +669,7 @@ void CxbxVertexBufferConverter::ConvertStream
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HostRenderTarget_Height = XboxRenderTarget_Height;
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}
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bool bNeedRHWTransform = g_Xbox_MultiSampleType != XTL::X_D3DMULTISAMPLE_NONE || (XboxRenderTarget_Width < HostRenderTarget_Width && XboxRenderTarget_Height < HostRenderTarget_Height);
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bool bNeedRHWTransform = (g_Xbox_MultiSampleType > 0 && g_Xbox_MultiSampleType != XTL::X_D3DMULTISAMPLE_NONE) || (XboxRenderTarget_Width < HostRenderTarget_Width && XboxRenderTarget_Height < HostRenderTarget_Height);
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for (uint32_t uiVertex = 0; uiVertex < uiVertexCount; uiVertex++) {
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FLOAT *pVertexDataAsFloat = (FLOAT*)(&pHostVertexData[uiVertex * uiHostVertexStride]);
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