move the W=0 check, to be sure to check all the vertices
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f6e6fa05ea
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@ -1171,7 +1171,6 @@ void SubmitPolygon()
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{
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posX = 0;
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posY = 0;
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poly->Degenerate = true;
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}
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else
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{
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@ -1218,6 +1217,8 @@ void SubmitPolygon()
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}
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u32 w = (u32)vtx->Position[3];
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if (w == 0) poly->Degenerate = true;
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while ((w >> wsize) && (wsize < 32))
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wsize += 4;
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}
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@ -1287,9 +1288,6 @@ void SubmitVertex()
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vertextrans->Position[2] = (vertex[0]*ClipMatrix[2] + vertex[1]*ClipMatrix[6] + vertex[2]*ClipMatrix[10] + vertex[3]*ClipMatrix[14]) >> 12;
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vertextrans->Position[3] = (vertex[0]*ClipMatrix[3] + vertex[1]*ClipMatrix[7] + vertex[2]*ClipMatrix[11] + vertex[3]*ClipMatrix[15]) >> 12;
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//vertextrans->Position[3] &= 0x00FFFFFF;
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//if (vertextrans->Position[3] < 0) printf("NEGATIVE W: %08X\n", vertextrans->Position[3]);
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// this probably shouldn't be.
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// the way color is handled during clipping needs investigation. TODO
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vertextrans->Color[0] = (VertexColor[0] << 12) + 0xFFF;
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