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GE Debugger: Correct UV display with prescale.
Sometimes these weren't flushed yet, and it made the texture preview and vertices confusing and wrong (using old factors, not just no factors.)
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2 changed files with 3 additions and 2 deletions
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@ -3204,6 +3204,7 @@ std::vector<FramebufferInfo> GPUCommon::GetFramebufferList() const {
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}
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}
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bool GPUCommon::GetCurrentSimpleVertices(int count, std::vector<GPUDebugVertex> &vertices, std::vector<u16> &indices) {
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bool GPUCommon::GetCurrentSimpleVertices(int count, std::vector<GPUDebugVertex> &vertices, std::vector<u16> &indices) {
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UpdateUVScaleOffset();
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return drawEngineCommon_->GetCurrentSimpleVertices(count, vertices, indices);
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return drawEngineCommon_->GetCurrentSimpleVertices(count, vertices, indices);
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}
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}
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@ -1423,8 +1423,8 @@ bool SoftGPU::GetCurrentClut(GPUDebugBuffer &buffer)
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return true;
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return true;
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}
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}
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bool SoftGPU::GetCurrentSimpleVertices(int count, std::vector<GPUDebugVertex> &vertices, std::vector<u16> &indices)
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bool SoftGPU::GetCurrentSimpleVertices(int count, std::vector<GPUDebugVertex> &vertices, std::vector<u16> &indices) {
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{
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UpdateUVScaleOffset();
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return drawEngine_->transformUnit.GetCurrentSimpleVertices(count, vertices, indices);
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return drawEngine_->transformUnit.GetCurrentSimpleVertices(count, vertices, indices);
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}
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}
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