Lot of functions could be made static, add proper declaration for _hack_getMatrixStackLevel().
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7ef3df046b
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2922015e6a
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@ -781,14 +781,14 @@ static void gfx3d_glLightDirection_cache(int index)
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}
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//===============================================================================
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void gfx3d_glMatrixMode(u32 v)
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static void gfx3d_glMatrixMode(u32 v)
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{
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mode = (v&3);
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GFX_DELAY(1);
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}
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void gfx3d_glPushMatrix()
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static void gfx3d_glPushMatrix()
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{
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//u32 gxstat = T1ReadLong(MMU.MMU_MEM[ARMCPU_ARM9][0x40], 0x600);
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//this command always works on both pos and vector when either pos or pos-vector are the current mtx mode
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@ -813,7 +813,7 @@ void gfx3d_glPushMatrix()
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//gxstat |= ((mtxStack[0].position << 13) | (mtxStack[1].position << 8));
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}
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void gfx3d_glPopMatrix(s32 i)
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static void gfx3d_glPopMatrix(s32 i)
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{
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//this command always works on both pos and vector when either pos or pos-vector are the current mtx mode
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short mymode = (mode==1?2:mode);
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@ -842,7 +842,7 @@ void gfx3d_glPopMatrix(s32 i)
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//gxstat |= ((mtxStack[0].position << 13) | (mtxStack[1].position << 8));
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}
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void gfx3d_glStoreMatrix(u32 v)
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static void gfx3d_glStoreMatrix(u32 v)
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{
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//this command always works on both pos and vector when either pos or pos-vector are the current mtx mode
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short mymode = (mode==1?2:mode);
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@ -862,7 +862,7 @@ void gfx3d_glStoreMatrix(u32 v)
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MatrixStackLoadMatrix (&mtxStack[1], v, mtxCurrent[1]);
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}
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void gfx3d_glRestoreMatrix(u32 v)
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static void gfx3d_glRestoreMatrix(u32 v)
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{
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//this command always works on both pos and vector when either pos or pos-vector are the current mtx mode
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short mymode = (mode==1?2:mode);
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@ -885,7 +885,7 @@ void gfx3d_glRestoreMatrix(u32 v)
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}
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void gfx3d_glLoadIdentity()
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static void gfx3d_glLoadIdentity()
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{
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MatrixIdentity (mtxCurrent[mode]);
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@ -897,7 +897,7 @@ void gfx3d_glLoadIdentity()
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//printf("identity: %d to: \n",mode); MatrixPrint(mtxCurrent[1]);
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}
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BOOL gfx3d_glLoadMatrix4x4(s32 v)
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static BOOL gfx3d_glLoadMatrix4x4(s32 v)
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{
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mtxCurrent[mode][ML4x4ind] = (float)v;
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@ -916,7 +916,7 @@ BOOL gfx3d_glLoadMatrix4x4(s32 v)
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return TRUE;
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}
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BOOL gfx3d_glLoadMatrix4x3(s32 v)
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static BOOL gfx3d_glLoadMatrix4x3(s32 v)
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{
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mtxCurrent[mode][ML4x3ind] = (float)v;
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@ -939,7 +939,7 @@ BOOL gfx3d_glLoadMatrix4x3(s32 v)
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return TRUE;
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}
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BOOL gfx3d_glMultMatrix4x4(s32 v)
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static BOOL gfx3d_glMultMatrix4x4(s32 v)
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{
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mtxTemporal[MM4x4ind] = (float)v;
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@ -965,7 +965,7 @@ BOOL gfx3d_glMultMatrix4x4(s32 v)
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return TRUE;
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}
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BOOL gfx3d_glMultMatrix4x3(s32 v)
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static BOOL gfx3d_glMultMatrix4x3(s32 v)
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{
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mtxTemporal[MM4x3ind] = (float)v;
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@ -997,7 +997,7 @@ BOOL gfx3d_glMultMatrix4x3(s32 v)
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return TRUE;
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}
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BOOL gfx3d_glMultMatrix3x3(s32 v)
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static BOOL gfx3d_glMultMatrix3x3(s32 v)
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{
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mtxTemporal[MM3x3ind] = (float)v;
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@ -1032,7 +1032,7 @@ BOOL gfx3d_glMultMatrix3x3(s32 v)
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return TRUE;
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}
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BOOL gfx3d_glScale(s32 v)
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static BOOL gfx3d_glScale(s32 v)
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{
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scale[scaleind] = fix2float(v);
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@ -1054,7 +1054,7 @@ BOOL gfx3d_glScale(s32 v)
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return TRUE;
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}
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BOOL gfx3d_glTranslate(s32 v)
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static BOOL gfx3d_glTranslate(s32 v)
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{
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trans[transind] = fix2float(v);
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@ -1078,7 +1078,7 @@ BOOL gfx3d_glTranslate(s32 v)
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return TRUE;
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}
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void gfx3d_glColor3b(u32 v)
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static void gfx3d_glColor3b(u32 v)
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{
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colorRGB[0] = (v&0x1F);
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colorRGB[1] = ((v>>5)&0x1F);
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@ -1086,7 +1086,7 @@ void gfx3d_glColor3b(u32 v)
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GFX_DELAY(1);
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}
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void gfx3d_glNormal(u32 v)
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static void gfx3d_glNormal(u32 v)
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{
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int i,c;
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ALIGN(16) float normal[4] = { normalTable[v&1023],
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@ -1181,7 +1181,7 @@ void gfx3d_glNormal(u32 v)
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GFX_DELAY_M2((lightMask>>3) & 0x01);
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}
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void gfx3d_glTexCoord(u32 val)
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static void gfx3d_glTexCoord(u32 val)
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{
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_t = (s16)(val>>16);
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_s = (s16)(val&0xFFFF);
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@ -1204,7 +1204,7 @@ void gfx3d_glTexCoord(u32 val)
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GFX_DELAY(1);
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}
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BOOL gfx3d_glVertex16b(unsigned int v)
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static BOOL gfx3d_glVertex16b(unsigned int v)
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{
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if(coordind==0)
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{
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@ -1227,7 +1227,7 @@ BOOL gfx3d_glVertex16b(unsigned int v)
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return TRUE;
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}
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void gfx3d_glVertex10b(u32 v)
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static void gfx3d_glVertex10b(u32 v)
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{
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//coord[0] = float10Table[v&1023];
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//coord[1] = float10Table[(v>>10)&1023];
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@ -1240,7 +1240,7 @@ void gfx3d_glVertex10b(u32 v)
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SetVertex ();
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}
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void gfx3d_glVertex3_cord(unsigned int one, unsigned int two, unsigned int v)
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static void gfx3d_glVertex3_cord(unsigned int one, unsigned int two, unsigned int v)
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{
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//coord[one] = float16table[v&0xffff];
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//coord[two] = float16table[v>>16];
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@ -1252,7 +1252,7 @@ void gfx3d_glVertex3_cord(unsigned int one, unsigned int two, unsigned int v)
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GFX_DELAY(8);
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}
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void gfx3d_glVertex_rel(u32 v)
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static void gfx3d_glVertex_rel(u32 v)
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{
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//coord[0] += float10RelTable[v&1023];
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//coord[1] += float10RelTable[(v>>10)&1023];
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@ -1268,7 +1268,7 @@ void gfx3d_glVertex_rel(u32 v)
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GFX_DELAY(8);
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}
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void gfx3d_glPolygonAttrib (u32 val)
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static void gfx3d_glPolygonAttrib (u32 val)
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{
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if(inBegin) {
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//PROGINFO("Set polyattr in the middle of a begin/end pair.\n (This won't be activated until the next begin)\n");
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@ -1278,14 +1278,14 @@ void gfx3d_glPolygonAttrib (u32 val)
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GFX_DELAY(1);
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}
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void gfx3d_glTexImage(u32 val)
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static void gfx3d_glTexImage(u32 val)
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{
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textureFormat = val;
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gfx3d_glTexImage_cache();
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GFX_DELAY(1);
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}
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void gfx3d_glTexPalette(u32 val)
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static void gfx3d_glTexPalette(u32 val)
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{
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texturePalette = val;
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GFX_DELAY(1);
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@ -1300,7 +1300,7 @@ void gfx3d_glTexPalette(u32 val)
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21-25 Ambient Reflection Green
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26-30 Ambient Reflection Blue
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*/
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void gfx3d_glMaterial0(u32 val)
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static void gfx3d_glMaterial0(u32 val)
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{
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dsDiffuse = val&0xFFFF;
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dsAmbient = val>>16;
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@ -1314,7 +1314,7 @@ void gfx3d_glMaterial0(u32 val)
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GFX_DELAY(4);
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}
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void gfx3d_glMaterial1(u32 val)
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static void gfx3d_glMaterial1(u32 val)
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{
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dsSpecular = val&0xFFFF;
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dsEmission = val>>16;
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@ -1327,7 +1327,7 @@ void gfx3d_glMaterial1(u32 val)
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20-29 Directional Vector's Z component (1bit sign + 9bit fractional part)
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30-31 Light Number (0..3)
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*/
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void gfx3d_glLightDirection (u32 v)
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static void gfx3d_glLightDirection (u32 v)
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{
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int index = v>>30;
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@ -1336,14 +1336,14 @@ void gfx3d_glLightDirection (u32 v)
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GFX_DELAY(6);
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}
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void gfx3d_glLightColor (u32 v)
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static void gfx3d_glLightColor (u32 v)
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{
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int index = v>>30;
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lightColor[index] = v;
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GFX_DELAY(1);
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}
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BOOL gfx3d_glShininess (u32 val)
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static BOOL gfx3d_glShininess (u32 val)
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{
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shininessTable[shininessInd++] = ((val & 0xFF) / 256.0f);
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shininessTable[shininessInd++] = (((val >> 8) & 0xFF) / 256.0f);
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@ -1356,7 +1356,7 @@ BOOL gfx3d_glShininess (u32 val)
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return TRUE;
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}
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void gfx3d_glBegin(u32 v)
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static void gfx3d_glBegin(u32 v)
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{
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inBegin = TRUE;
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vtxFormat = v&0x03;
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@ -1368,7 +1368,7 @@ void gfx3d_glBegin(u32 v)
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GFX_DELAY(1);
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}
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void gfx3d_glEnd(void)
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static void gfx3d_glEnd(void)
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{
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inBegin = FALSE;
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tempVertInfo.count = 0;
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@ -1377,13 +1377,13 @@ void gfx3d_glEnd(void)
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// swap buffers - skipped
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void gfx3d_glViewPort(u32 v)
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static void gfx3d_glViewPort(u32 v)
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{
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viewport = v;
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GFX_DELAY(1);
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}
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BOOL gfx3d_glBoxTest(u32 v)
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static BOOL gfx3d_glBoxTest(u32 v)
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{
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MMU_new.gxstat.tr = 0; // clear boxtest bit
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MMU_new.gxstat.tb = 1; // busy
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@ -1518,7 +1518,7 @@ BOOL gfx3d_glBoxTest(u32 v)
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return TRUE;
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}
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BOOL gfx3d_glPosTest(u32 v)
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static BOOL gfx3d_glPosTest(u32 v)
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{
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//this is apparently tested by transformers decepticons and ultimate spiderman
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@ -1545,7 +1545,7 @@ BOOL gfx3d_glPosTest(u32 v)
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return TRUE;
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}
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void gfx3d_glVecTest(u32 v)
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static void gfx3d_glVecTest(u32 v)
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{
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GFX_DELAY(5);
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@ -1670,7 +1670,7 @@ unsigned short gfx3d_glGetVecRes(unsigned int index)
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}
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//#define _3D_LOG_EXEC
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void gfx3d_execute(u8 cmd, u32 param)
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static void gfx3d_execute(u8 cmd, u32 param)
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{
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//printf("*** gxFIFO: exec 0x%02X, size %03i\n", cmd, gxFIFO.size);
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#ifdef _3D_LOG_EXEC
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@ -369,6 +369,8 @@ extern CACHE_ALIGN u8 gfx3d_convertedAlpha[256*192*2]; //see cpp for explanation
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extern BOOL isSwapBuffers;
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int _hack_getMatrixStackLevel(int);
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void gfx3d_glFlush(u32 v);
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// end GE commands
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