rasterize: little tweaks to fog
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@ -1284,11 +1284,9 @@ static void SoftRastRender()
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//this is tested quite well in the sonic chronicles main map mode
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//where depth values are used for trees etc you can walk behind
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u32 depth = clearDepth[adr];
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//masking off fog for now
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depth &= 0x7FFF;
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//TODO - might consider a lookup table for this
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dst->depth = gfx3d_extendDepth_15_to_24(depth);
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dst->fogged = BIT15(depth);
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//TODO - might consider a lookup table for this
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dst->depth = gfx3d_extendDepth_15_to_24(depth&0x7FFF);
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dstColor++;
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dst++;
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@ -1319,7 +1317,7 @@ static void SoftRastRender()
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fogTable[i] = fogDensity[0];
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continue;
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}
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for(int j=0;j<31;j++) {
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for(int j=0;j<32;j++) {
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u32 value = gfx3d.fogOffset + increment*(j+1);
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if(i<=value) {
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if(j==0) {
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