major fixes to viewport handling which didn't work at all before since it was not executed per poly (closes out SF [1701567]). now advance wars battle scenes work
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1da5cc74ef
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@ -702,8 +702,6 @@ static void OGLRender()
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xglDepthMask(GL_TRUE);
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xglDepthMask(GL_TRUE);
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glViewport(gfx3d.viewport.x,gfx3d.viewport.y,gfx3d.viewport.width,gfx3d.viewport.height);
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float clearColor[4] = {
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float clearColor[4] = {
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((float)(gfx3d.clearColor&0x1F))/31.0f,
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((float)(gfx3d.clearColor&0x1F))/31.0f,
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((float)((gfx3d.clearColor>>5)&0x1F))/31.0f,
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((float)((gfx3d.clearColor>>5)&0x1F))/31.0f,
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@ -723,7 +721,7 @@ static void OGLRender()
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//TODO - properly doublebuffer the display lists
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//TODO - properly doublebuffer the display lists
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{
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{
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u32 lastTextureFormat = 0, lastTexturePalette = 0, lastPolyAttr = 0;
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u32 lastTextureFormat = 0, lastTexturePalette = 0, lastPolyAttr = 0, lastViewport = 0xFFFFFFFF;
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// int lastProjIndex = -1;
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// int lastProjIndex = -1;
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for(int i=0;i<gfx3d.polylist->count;i++) {
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for(int i=0;i<gfx3d.polylist->count;i++) {
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@ -775,6 +773,15 @@ static void OGLRender()
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glVertex4fv(vert->coord);
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glVertex4fv(vert->coord);
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}
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}
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glEnd();*/
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glEnd();*/
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if(lastViewport != poly->viewport)
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{
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VIEWPORT viewport;
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viewport.decode(poly->viewport);
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glViewport(viewport.x,viewport.y,viewport.width,viewport.height);
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lastViewport = poly->viewport;
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}
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glBegin(GL_TRIANGLES);
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glBegin(GL_TRIANGLES);
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for(int j = 1; j < (type-1); j++)
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for(int j = 1; j < (type-1); j++)
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@ -137,6 +137,7 @@ static CACHE_ALIGN float trans[4] = {0.0, 0.0, 0.0, 0.0};
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static int transind = 0;
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static int transind = 0;
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static CACHE_ALIGN float scale[4] = {0.0, 0.0, 0.0, 0.0};
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static CACHE_ALIGN float scale[4] = {0.0, 0.0, 0.0, 0.0};
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static int scaleind = 0;
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static int scaleind = 0;
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static u32 viewport;
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//various other registers
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//various other registers
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static float _t=0, _s=0;
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static float _t=0, _s=0;
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@ -295,17 +296,22 @@ void gfx3d_reset()
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_s=0;
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_s=0;
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last_t = 0;
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last_t = 0;
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last_s = 0;
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last_s = 0;
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viewport = 0xBFFF0000;
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GFX_FIFOclear();
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GFX_FIFOclear();
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}
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}
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void gfx3d_glViewPort(u32 v)
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void gfx3d_glViewPort(u32 v)
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{
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{
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//zero: NHerve messed with this in mod2 and mod3, but im still not sure its perfect. need to research this.
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viewport = v;
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gfx3d.viewport.x = (v&0xFF);
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}
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gfx3d.viewport.y = (v&0xFF);
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gfx3d.viewport.width = (((v>>16)&0xFF)+1)-(v&0xFF);
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void VIEWPORT::decode(u32 v)
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gfx3d.viewport.height = ((v>>24)+1)-((v>>8)&0xFF);
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{
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x = (v&0xFF);
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y = std::min(191,(int)(((v>>8)&0xFF)));
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width = (((v>>16)&0xFF)+1)-(v&0xFF);
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height = ((v>>24)+1)-((v>>8)&0xFF);
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}
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}
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@ -731,6 +737,7 @@ static void SetVertex()
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poly.polyAttr = polyAttr;
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poly.polyAttr = polyAttr;
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poly.texParam = textureFormat;
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poly.texParam = textureFormat;
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poly.texPalette = texturePalette;
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poly.texPalette = texturePalette;
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poly.viewport = viewport;
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polylist->count++;
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polylist->count++;
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}
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}
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}
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}
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@ -2205,10 +2212,7 @@ SFORMAT SF_GFX3D[]={
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{ "GSWB", 4, 1, &gfx3d.wbuffer},
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{ "GSWB", 4, 1, &gfx3d.wbuffer},
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{ "GSSM", 4, 1, &gfx3d.sortmode},
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{ "GSSM", 4, 1, &gfx3d.sortmode},
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{ "GSAR", 1, 1, &gfx3d.alphaTestRef},
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{ "GSAR", 1, 1, &gfx3d.alphaTestRef},
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{ "GSVX", 4, 1, &gfx3d.viewport.x},
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{ "GSVP", 4, 1, &viewport},
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{ "GSVY", 4, 1, &gfx3d.viewport.y},
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{ "GSVW", 4, 1, &gfx3d.viewport.width},
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{ "GSVH", 4, 1, &gfx3d.viewport.height},
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{ "GSCC", 4, 1, &gfx3d.clearColor},
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{ "GSCC", 4, 1, &gfx3d.clearColor},
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{ "GSCD", 4, 1, &gfx3d.clearDepth},
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{ "GSCD", 4, 1, &gfx3d.clearDepth},
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{ "GSFC", 4, 4, gfx3d.fogColor},
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{ "GSFC", 4, 4, gfx3d.fogColor},
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@ -64,6 +64,7 @@ struct POLY {
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u32 polyAttr, texParam, texPalette; //the hardware rendering params
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u32 polyAttr, texParam, texPalette; //the hardware rendering params
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// int projIndex; //the index into the projlist that this poly uses
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// int projIndex; //the index into the projlist that this poly uses
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u32 pad;
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u32 pad;
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u32 viewport;
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bool isTranslucent()
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bool isTranslucent()
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{
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{
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@ -118,6 +119,12 @@ struct VERTLIST {
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int count;
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int count;
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};
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};
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struct VIEWPORT {
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int x, y, width, height;
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void decode(u32 v);
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};
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//used to communicate state to the renderer
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//used to communicate state to the renderer
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struct GFX3D
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struct GFX3D
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{
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{
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@ -153,13 +160,6 @@ struct GFX3D
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u8 alphaTestRef;
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u8 alphaTestRef;
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struct VIEWPORT {
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VIEWPORT()
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: x(0), y(0), width(256), height(256)
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{}
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int x, y, width, height;
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} viewport;
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u32 clearDepth;
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u32 clearDepth;
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u32 clearColor;
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u32 clearColor;
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float fogColor[4];
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float fogColor[4];
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@ -760,12 +760,21 @@ static void drawscanline(edge_fx_fl *pLeft, edge_fx_fl *pRight)
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//CONSIDER: in case some other math is wrong (shouldve been clipped OK), we might go out of bounds here.
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//CONSIDER: in case some other math is wrong (shouldve been clipped OK), we might go out of bounds here.
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//better check the Y value.
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//better check the Y value.
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//but, we think the math is always right
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if(pLeft->Y<0 || pLeft->Y>191) {
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printf("rasterizer rendering at y=%d! oops!\n",pLeft->Y);
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return;
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}
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int x = XStart;
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while(width-- > 0)
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while(width-- > 0)
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{
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{
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if(x<0 || x>255) {
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printf("rasterizer rendering at x=%d! oops!\n",x);
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}
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pixel(adr,color[0],color[1],color[2],u,v,1.0f/invw,z);
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pixel(adr,color[0],color[1],color[2],u,v,1.0f/invw,z);
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adr++;
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adr++;
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x++;
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invw += dinvw_dx;
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invw += dinvw_dx;
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u += du_dx;
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u += du_dx;
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@ -1173,6 +1182,8 @@ static void SoftRastRender()
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clipPoly(&gfx3d.polylist->list[gfx3d.indexlist[i]]);
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clipPoly(&gfx3d.polylist->list[gfx3d.indexlist[i]]);
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}
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}
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//printf("%d %d %d %d\n",gfx3d.viewport.x,gfx3d.viewport.y,gfx3d.viewport.width,gfx3d.viewport.height);
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//viewport transforms
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//viewport transforms
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for(int i=0;i<clippedPolyCounter;i++)
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for(int i=0;i<clippedPolyCounter;i++)
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{
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{
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@ -1199,10 +1210,15 @@ static void SoftRastRender()
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vert.fcolor[2] /= vert.coord[3];
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vert.fcolor[2] /= vert.coord[3];
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//viewport transformation
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//viewport transformation
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vert.coord[0] *= gfx3d.viewport.width;
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VIEWPORT viewport;
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vert.coord[0] += gfx3d.viewport.x;
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viewport.decode(poly.poly->viewport);
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vert.coord[1] *= gfx3d.viewport.height;
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vert.coord[0] *= viewport.width;
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vert.coord[1] += gfx3d.viewport.y;
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vert.coord[0] += viewport.x;
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vert.coord[1] *= viewport.height;
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vert.coord[1] += viewport.y;
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if(vert.coord[1]>192||vert.color[1]<0) {
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int zzz=9;
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}
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vert.coord[1] = 192 - vert.coord[1];
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vert.coord[1] = 192 - vert.coord[1];
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}
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}
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}
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}
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