GPU: Correct starting position for polyline terminator search
Fixes broken visuals in Wild Arms, probably others.
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@ -256,7 +256,7 @@ bool GPU::HandleRenderCommand(const u32*& command_ptr, u32 command_size)
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// is on the first word for the vertex
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// is on the first word for the vertex
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num_vertices = 2;
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num_vertices = 2;
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bool found_terminator = false;
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bool found_terminator = false;
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for (u32 pos = words_per_vertex * 2; pos < command_size; pos += words_per_vertex)
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for (u32 pos = rc.shading_enable ? 4 : 3; pos < command_size; pos += words_per_vertex)
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{
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{
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if ((command_ptr[pos] & UINT32_C(0xF000F000)) == UINT32_C(0x50005000))
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if ((command_ptr[pos] & UINT32_C(0xF000F000)) == UINT32_C(0x50005000))
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{
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{
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