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2 changed files with 12 additions and 12 deletions
18
small3dlib.h
18
small3dlib.h
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@ -478,8 +478,8 @@ typedef struct
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triangle and interpolate values between it's
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three points. The sum of the three coordinates
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will always be exactly S3L_FRACTIONS_PER_UNIT. */
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S3L_Index triangleID; ///< Triangle index.
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S3L_Index modelID;
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S3L_Index triangleIndex; ///< Triangle index.
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S3L_Index modelIndex;
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S3L_Unit depth; ///< Depth (only if depth is turned on).
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S3L_ScreenCoord triangleSize[2]; /**< Rasterized triangle width and height,
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can be used e.g. for MIP mapping. */
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@ -554,8 +554,8 @@ void S3L_drawTriangle(
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S3L_Vec4 point2,
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const S3L_DrawConfig *config,
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const S3L_Camera *camera,
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S3L_Index modelID,
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S3L_Index triangleID);
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S3L_Index modelIndex,
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S3L_Index triangleIndex);
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/** This should be called before rendering each frame. The function clears
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buffers and does potentially other things needed for the frame. */
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@ -1049,7 +1049,7 @@ void S3L_initPixelInfo(S3L_PixelInfo *p) // TODO: maybe non-pointer for p
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p->barycentric[0] = S3L_FRACTIONS_PER_UNIT;
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p->barycentric[1] = 0;
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p->barycentric[2] = 0;
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p->triangleID = 0;
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p->triangleIndex = 0;
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p->depth = 0;
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}
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@ -1204,13 +1204,13 @@ void S3L_drawTriangle(
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S3L_Vec4 point2,
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const S3L_DrawConfig *config,
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const S3L_Camera *camera,
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S3L_Index modelID,
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S3L_Index triangleID)
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S3L_Index modelIndex,
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S3L_Index triangleIndex)
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{
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S3L_PixelInfo p;
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S3L_initPixelInfo(&p);
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p.modelID = modelID;
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p.triangleID = triangleID;
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p.modelIndex = modelIndex;
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p.triangleIndex = triangleIndex;
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#if !S3L_STRICT_NEAR_CULLING
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point0.z = point0.z >= S3L_NEAR ? point0.z : S3L_NEAR;
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@ -137,11 +137,11 @@ void drawPixel(S3L_PixelInfo *p)
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S3L_Unit u, v;
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const S3L_Unit *coords;
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coords = tex_coords + p->triangleID * 6;
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coords = tex_coords + p->triangleIndex * 6;
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if (p->modelID != 0)
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if (p->modelIndex != 0)
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{
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int tmp = p->triangleID * 3;
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int tmp = p->triangleIndex * 3;
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int i0 = houseUVIndices[tmp];
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int i1 = houseUVIndices[tmp + 1];
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