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Revert latest fliptexture hack. This seems to work better.
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2 changed files with 10 additions and 4 deletions
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@ -48,6 +48,12 @@ static bool IsAlphaTestTriviallyTrue() {
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case GE_COMP_GEQUAL:
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if (alphaTestRef == 0)
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return true;
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// This breaks the trees in MotoGP, for example.
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// case GE_COMP_GREATER:
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//if (alphaTestRef == 0 && (gstate.alphaBlendEnable & 1) && gstate.getBlendFuncA() == GE_SRCBLEND_SRCALPHA && gstate.getBlendFuncB() == GE_SRCBLEND_INVSRCALPHA)
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// return true;
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case GE_COMP_LEQUAL:
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if (alphaTestRef == 255)
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return true;
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@ -640,10 +640,10 @@ void TransformDrawEngine::SoftwareTransformAndDraw(
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transformed[index].fog = fogCoef;
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memcpy(&transformed[index].u, uv, 2 * sizeof(float));
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if (gstate_c.flipTexture) {
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if (throughmode)
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transformed[index].v = (float)gstate_c.actualTextureHeight / gstate_c.curTextureHeight - transformed[index].v;
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else
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transformed[index].v = 1.0f - transformed[index].v * 2.0f;
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//if (throughmode)
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// transformed[index].v = (float)gstate_c.actualTextureHeight / gstate_c.curTextureHeight - transformed[index].v;
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//else
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transformed[index].v = 1.0f - transformed[index].v; // * 2.0f;
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}
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for (int i = 0; i < 4; i++) {
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transformed[index].color0[i] = c0[i] * 255.0f;
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