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2 changed files with 57 additions and 22 deletions
58
s3l.h
58
s3l.h
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@ -116,7 +116,18 @@
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#endif
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#endif
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#ifndef S3L_PERSPECTIVE_CORRECTION
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#ifndef S3L_PERSPECTIVE_CORRECTION
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#define S3L_PERSPECTIVE_CORRECTION 1
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#define S3L_PERSPECTIVE_CORRECTION 0 /**< Specifies what type of perspective
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correction (PC) to use. Remember
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this is an expensive operation!
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Possible values:
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0: no PC, fastest but ugliest
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1: full (per-pixel) PC, nicest but
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extremely expensive!
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2: triangle subdivided PC, a
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compromise between quality and
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speed (TODO, not implemented)
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*/
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#endif
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#endif
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#define S3L_HALF_RESOLUTION_X (S3L_RESOLUTION_X >> 1)
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#define S3L_HALF_RESOLUTION_X (S3L_RESOLUTION_X >> 1)
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@ -831,23 +842,26 @@ void _S3L_drawFilledTriangle(
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const S3L_Camera *camera,
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const S3L_Camera *camera,
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S3L_PixelInfo *p)
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S3L_PixelInfo *p)
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{
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{
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S3L_ScreenCoord x0, y0, x1, y1, x2, y2;
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S3L_Vec4 *tPointPP, *lPointPP, *rPointPP; /* points in projction plane space
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S3L_Vec4 *tPointPP, *lPointPP, *rPointPP; // points in projction plane space
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(in Units, normalized by
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S3L_FRACTIONS_PER_UNIT) */
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S3L_ScreenCoord x0, y0, x1, y1, x2, y2; /* points in screen space (pixel
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coordinates) */
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S3L_mapProjectionPlaneToScreen(point0,&x0,&y0);
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S3L_mapProjectionPlaneToScreen(point0,&x0,&y0);
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S3L_mapProjectionPlaneToScreen(point1,&x1,&y1);
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S3L_mapProjectionPlaneToScreen(point1,&x1,&y1);
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S3L_mapProjectionPlaneToScreen(point2,&x2,&y2);
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S3L_mapProjectionPlaneToScreen(point2,&x2,&y2);
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S3L_ScreenCoord
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S3L_ScreenCoord
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tPointSx, tPointSy, // top point coords, in screen space
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tPointSx, tPointSy, // top point coords, in screen space
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lPointSx, lPointSy, // left point coords, in screen space
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lPointSx, lPointSy, // left point coords, in screen space
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rPointSx, rPointSy; // right point coords, in screen space
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rPointSx, rPointSy; // right point coords, in screen space
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S3L_Unit *barycentric0; // bar. coord that gets higher from L to R
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S3L_Unit *barycentric0; // bar. coord that gets higher from L to R
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S3L_Unit *barycentric1; // bar. coord that gets higher from R to L
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S3L_Unit *barycentric1; // bar. coord that gets higher from R to L
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S3L_Unit *barycentric2; // bar. coord that gets higher from bottom up
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S3L_Unit *barycentric2; // bar. coord that gets higher from bottom up
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// Sort the points.
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// sort the points:
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#define assignPoints(t,a,b)\
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#define assignPoints(t,a,b)\
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{\
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{\
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@ -892,13 +906,14 @@ void _S3L_drawFilledTriangle(
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assignPoints(2,0,1)
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assignPoints(2,0,1)
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}
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}
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// Now draw the triangle line by line.
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#undef assignPoints
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#undef assignPoints
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// now draw the triangle line by line:
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S3L_ScreenCoord splitY; // Y of the vertically middle point of the triangle
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S3L_ScreenCoord splitY; // Y of the vertically middle point of the triangle
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S3L_ScreenCoord endY; // bottom Y of the whole triangle
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S3L_ScreenCoord endY; // bottom Y of the whole triangle
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int splitOnLeft; // whether splitY happens on L or R side
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int splitOnLeft; /* whether splitY is the y coord. of left or right
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point */
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if (rPointSy <= lPointSy)
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if (rPointSy <= lPointSy)
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{
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{
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@ -947,15 +962,16 @@ void _S3L_drawFilledTriangle(
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lErrSub, rErrSub; // error value to substract when moving in x direction
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lErrSub, rErrSub; // error value to substract when moving in x direction
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S3L_Unit
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S3L_Unit
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lSideStep, rSideStep,
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lSideStep, rSideStep, lSideUnitPosScaled, rSideUnitPosScaled;
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lSideUnitPosScaled, rSideUnitPosScaled;
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/* ^ These are helper vars for faster linear iterpolation (we scale the
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S3L_FRACTIONS_PER_UNIT up by shifting to the right by
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S3L_LERP_QUALITY and simply increment by steps. */
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/* init side for the algorithm, params:
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/* init side for the algorithm, params:
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s - which side (l or r)
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s - which side (l or r)
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p1 - point from (t, l or r)
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p1 - point from (t, l or r)
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p2 - point to (t, l or r)
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p2 - point to (t, l or r)
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down - whether the side coordinate goes top-down or vice versa
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down - whether the side coordinate goes top-down or vice versa */
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*/
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#define initSide(s,p1,p2,down)\
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#define initSide(s,p1,p2,down)\
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s##X = p1##PointSx;\
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s##X = p1##PointSx;\
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s##Dx = p2##PointSx - p1##PointSx;\
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s##Dx = p2##PointSx - p1##PointSx;\
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@ -1012,7 +1028,7 @@ void _S3L_drawFilledTriangle(
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source), it is to never be rasterized. */
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source), it is to never be rasterized. */
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{
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{
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if (currentY == splitY) // reached a vertical split of the triangle?
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if (currentY == splitY) // reached a vertical split of the triangle?
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{ // then reinit one side
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{
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#define manageSplit(b0,b1,s)\
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#define manageSplit(b0,b1,s)\
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S3L_Unit *tmp = barycentric##b0;\
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S3L_Unit *tmp = barycentric##b0;\
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barycentric##b0 = barycentric##b1;\
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barycentric##b0 = barycentric##b1;\
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@ -1053,7 +1069,9 @@ void _S3L_drawFilledTriangle(
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S3L_Unit rowLength = S3L_nonZero(rX - lX - 1); // prevent zero div
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S3L_Unit rowLength = S3L_nonZero(rX - lX - 1); // prevent zero div
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#if S3L_PERSPECTIVE_CORRECTION == 1
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#if S3L_PERSPECTIVE_CORRECTION == 1
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S3L_Unit lDepth, rDepth, lT, rT;
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S3L_Unit
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lDepth, rDepth,
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lT, rT; // perspective-corrected position along either side
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lT = S3L_correctPerspective(lSideUnitPosScaled >> S3L_LERP_QUALITY,&lPC);
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lT = S3L_correctPerspective(lSideUnitPosScaled >> S3L_LERP_QUALITY,&lPC);
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rT = S3L_correctPerspective(rSideUnitPosScaled >> S3L_LERP_QUALITY,&rPC);
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rT = S3L_correctPerspective(rSideUnitPosScaled >> S3L_LERP_QUALITY,&rPC);
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21
testSDL.c
21
testSDL.c
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@ -12,8 +12,12 @@
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#define S3L_RESOLUTION_X 640
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#define S3L_RESOLUTION_X 640
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#define S3L_RESOLUTION_Y 480
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#define S3L_RESOLUTION_Y 480
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#define S3L_PERSPECTIVE_CORRECTION 1
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#include "s3l.h"
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#include "s3l.h"
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int32_t offScreenPixels = 0;
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const int16_t test_coords[] =
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const int16_t test_coords[] =
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{
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{
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100,100, 99,101, 101,101, // 0, small triangle
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100,100, 99,101, 101,101, // 0, small triangle
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@ -86,6 +90,12 @@ uint8_t texturePixel(int32_t u, int32_t v)
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void drawPixel(S3L_PixelInfo *p)
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void drawPixel(S3L_PixelInfo *p)
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{
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{
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if (p->x < 0 || p ->x >= S3L_RESOLUTION_X || p->y < 0 || p->y >= S3L_RESOLUTION_Y)
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{
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offScreenPixels++;
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return;
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}
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S3L_Unit u, v, *coords;
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S3L_Unit u, v, *coords;
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coords = tex_coords + p->triangleID * 6;
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coords = tex_coords + p->triangleID * 6;
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@ -115,14 +125,21 @@ S3L_DrawConfig conf;
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void draw()
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void draw()
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{
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{
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clearScreen();
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offScreenPixels = 0;
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//frame = 853;
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clearScreen();
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modelTransform.rotation.z = frame * 0.1;
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modelTransform.rotation.z = frame * 0.1;
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modelTransform.rotation.x = frame * 0.3;
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modelTransform.rotation.x = frame * 0.3;
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// modelTransform.translation.x = sin(frame >> 3) * 700;
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// modelTransform.translation.y = sin(frame >> 4) * 600;
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S3L_drawModelIndexed(ver,tri,12,modelTransform,&camera,&conf);
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S3L_drawModelIndexed(ver,tri,12,modelTransform,&camera,&conf);
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if (offScreenPixels > 0)
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printf("offscreen pixels: %d\n",offScreenPixels);
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// S3L_drawModelIndexed(ver,tri,1,modelTransform,&camera,&conf);
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// S3L_drawModelIndexed(ver,tri,1,modelTransform,&camera,&conf);
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/*
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/*
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