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Correct vertex preview of throughmode rects.
The texture was not highlighted correctly, since we didn't normalize all coords.
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1170331b53
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518cabd991
1 changed files with 4 additions and 4 deletions
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@ -106,8 +106,8 @@ static void ExpandRectangles(std::vector<GPUDebugVertex> &vertices, std::vector<
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u16 v = 0;
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GPUDebugVertex *vert = &newVerts[0];
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u16 *ind = &newInds[0];
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for (size_t i = 0, end = numInds; i < end; i += 2) {
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const auto &orig_tl = useInds ? vertices[indices[i]] : vertices[i];
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for (size_t i = 0; i < numInds; i += 2) {
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const auto &orig_tl = useInds ? vertices[indices[i + 0]] : vertices[i + 0];
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const auto &orig_br = useInds ? vertices[indices[i + 1]] : vertices[i + 1];
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vert[0] = orig_br;
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@ -219,7 +219,7 @@ void CGEDebugger::UpdatePrimPreview(u32 op) {
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// TODO: Probably there's a better way and place to do this.
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u16 minIndex = 0;
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u16 maxIndex = count;
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u16 maxIndex = count - 1;
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if (!indices.empty()) {
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minIndex = 0xFFFF;
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maxIndex = 0;
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@ -235,7 +235,7 @@ void CGEDebugger::UpdatePrimPreview(u32 op) {
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const float invTexWidth = 1.0f / gstate_c.curTextureWidth;
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const float invTexHeight = 1.0f / gstate_c.curTextureHeight;
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for (u16 i = minIndex; i < maxIndex; ++i) {
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for (u16 i = minIndex; i <= maxIndex; ++i) {
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vertices[i].u *= invTexWidth;
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vertices[i].v *= invTexHeight;
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if (vertices[i].u > 1.0f || vertices[i].u < 0.0f)
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