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https://github.com/TwilitRealm/dusklight
synced 2026-08-09 02:15:44 -04:00
Use float vertex positions for trim (#729)
Fixes #726 and looks much smoother.
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@@ -1194,8 +1194,13 @@ static void trimming(view_class* param_0, view_port_class* param_1) {
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if ((y_orig_pos == 0) && (param_1->scissor.y_orig != param_1->y_orig ||
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(param_1->scissor.height != param_1->height)))
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{
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#if TARGET_PC
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f32 sc_top = param_1->scissor.y_orig;
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f32 sc_bottom = param_1->scissor.y_orig + param_1->scissor.height;
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#else
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s32 sc_top = (int)param_1->scissor.y_orig;
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s32 sc_bottom = param_1->scissor.y_orig + param_1->scissor.height;
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#endif
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GXSetNumChans(1);
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GXSetChanCtrl(GX_ALPHA0, GX_FALSE, GX_SRC_REG, GX_SRC_REG, 0, GX_DF_NONE, GX_AF_NONE);
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GXSetNumTexGens(0);
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@@ -1224,20 +1229,20 @@ static void trimming(view_class* param_0, view_port_class* param_1) {
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GXLoadPosMtxImm(cMtx_getIdentity(), 0);
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GXClearVtxDesc();
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GXSetVtxDesc(GX_VA_POS, GX_DIRECT);
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GXSetVtxAttrFmt(GX_VTXFMT0, GX_VA_POS, GX_CLR_RGBA, GX_RGBA4, 0);
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GXSetVtxAttrFmt(GX_VTXFMT0, GX_VA_POS, GX_CLR_RGBA, DUSK_IF_ELSE(GX_F32, GX_RGBA4), 0);
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GXSetProjection(ortho, GX_ORTHOGRAPHIC);
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GXSetCurrentMtx(0);
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GXBegin(GX_QUADS, GX_VTXFMT0, 8);
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#if TARGET_PC
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GXPosition3s16(0, 0, -5);
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GXPosition3s16(param_1->width, 0, -5);
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GXPosition3s16(param_1->width, sc_top, -5);
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GXPosition3s16(0, sc_top, -5);
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GXPosition3s16(0, sc_bottom, -5);
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GXPosition3s16(param_1->width, sc_bottom, -5);
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GXPosition3s16(param_1->width, param_1->height, -5);
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GXPosition3s16(0, param_1->height, -5);
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GXPosition3f32(0, 0, -5);
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GXPosition3f32(param_1->width, 0, -5);
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GXPosition3f32(param_1->width, sc_top, -5);
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GXPosition3f32(0, sc_top, -5);
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GXPosition3f32(0, sc_bottom, -5);
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GXPosition3f32(param_1->width, sc_bottom, -5);
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GXPosition3f32(param_1->width, param_1->height, -5);
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GXPosition3f32(0, param_1->height, -5);
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#else
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GXPosition3s16(0, 0, -5);
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GXPosition3s16(FB_WIDTH, 0, -5);
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