Software: Always divide the texture coordinates by q.
Equivalent to da43f9a15
for the software renderer.
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@ -228,12 +228,9 @@ static void BuildBlock(s32 blockX, s32 blockY)
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for (unsigned int i = 0; i < bpmem.genMode.numtexgens; i++)
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{
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float projection = invW;
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if (xfmem.texMtxInfo[i].projection)
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{
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float q = TexSlopes[i][2].GetValue(dx, dy) * invW;
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if (q != 0.0f)
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projection = invW / q;
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}
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float q = TexSlopes[i][2].GetValue(dx, dy) * invW;
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if (q != 0.0f)
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projection = invW / q;
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pixel.Uv[i][0] = TexSlopes[i][0].GetValue(dx, dy) * projection;
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pixel.Uv[i][1] = TexSlopes[i][1].GetValue(dx, dy) * projection;
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