Fixed a small bug.
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987bd8bb8f
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9786f54414
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@ -314,7 +314,7 @@ static void BuildBlock(s32 blockX, s32 blockY)
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}
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}
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inline void PrepareBlock(s32 blockX, s32 blockY)
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static inline void PrepareBlock(s32 blockX, s32 blockY)
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{
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static s32 x = -1;
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static s32 y = -1;
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@ -539,10 +539,10 @@ void DrawTriangleFrontFace(OutputVertexData *v0, OutputVertexData *v1, OutputVer
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// the bottom and one for the right. As soon as a pixel that is to be
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// drawn is found, the loop breaks. This enables a ~150% speedbost in
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// bbox calculation, albeit at the cost of some ugly repetitive code.
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const s32 FTOP = miny << 4;
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const s32 FLEFT = minx << 4;
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const s32 FBOTTOM = maxy << 4;
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const s32 FRIGHT = maxx << 4;
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s32 FTOP = miny << 4;
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s32 FBOTTOM = maxy << 4;
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// Start checking for bbox top
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s32 CY1 = C1 + DX12 * FTOP - DY12 * FLEFT;
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@ -583,6 +583,7 @@ void DrawTriangleFrontFace(OutputVertexData *v0, OutputVertexData *v1, OutputVer
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// Update top limit
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miny = std::max((s32) BoundingBox::coords[BoundingBox::TOP], miny);
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FTOP = miny << 4;
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// Checking for bbox left
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s32 CX1 = C1 + DX12 * FTOP - DY12 * FLEFT;
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@ -662,6 +663,7 @@ void DrawTriangleFrontFace(OutputVertexData *v0, OutputVertexData *v1, OutputVer
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// Update bottom limit
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maxy = std::min((s32) BoundingBox::coords[BoundingBox::BOTTOM], maxy);
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FBOTTOM = maxy << 4;
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// Checking for bbox right
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CX1 = C1 + DX12 * FBOTTOM - DY12 * FRIGHT;
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