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small3dlib.h
10
small3dlib.h
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@ -1878,6 +1878,11 @@ void S3L_drawScene(S3L_Scene scene)
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S3L_sortArray[S3L_sortArrayLength].triangleIndex = triangleIndex;
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S3L_sortArray[S3L_sortArrayLength].triangleIndex = triangleIndex;
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S3L_sortArray[S3L_sortArrayLength].sortValue =
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S3L_sortArray[S3L_sortArrayLength].sortValue =
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(transformed0.z + transformed1.z + transformed2.z) >> 2;
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(transformed0.z + transformed1.z + transformed2.z) >> 2;
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/* ^ As a simple approximation we sort by the triangle center point,
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which is a mean coordinate -- we don't actually have to divide by 3
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(or anything), that is unnecessary for sorting! We shift by 2 just
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as a fast operation to prevent overflow of the sum ver uint_16t. */
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S3L_sortArrayLength++;
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S3L_sortArrayLength++;
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#endif
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#endif
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}
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}
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@ -1912,6 +1917,11 @@ void S3L_drawScene(S3L_Scene scene)
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S3L_mat4Xmat4(&matFinal,&matCamera);
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S3L_mat4Xmat4(&matFinal,&matCamera);
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previousModel = modelIndex;
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previousModel = modelIndex;
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}
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}
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/* Here we project the points again, which is redundant and slow as they've
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already been projected above, but saving the projected points would
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require a lot of memory, which for small resolutions could be even
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worse than z-bufer. So this seems to be the best way memory-wise. */
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_S3L_projectVertex(model,triangleIndex,0,&matFinal,
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_S3L_projectVertex(model,triangleIndex,0,&matFinal,
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&transformed0,scene.camera.focalLength);
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&transformed0,scene.camera.focalLength);
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