fixing rendering issue on real PS2
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@@ -222,15 +222,12 @@ void Renderer::draw(Mesh &t_mesh, LightBulb *t_bulbs, u16 t_bulbsCount)
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if (t_mesh.shouldBeFrustumCulled && !t_mesh.getMaterial(i).isInFrustum(renderData.frustumPlanes, t_mesh.position))
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return;
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u32 vertCount = t_mesh.getMaterial(i).getFacesCount();
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VECTOR *vertices = new VECTOR[vertCount];
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VECTOR *normals = new VECTOR[vertCount];
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VECTOR *coordinates = new VECTOR[vertCount];
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VECTOR __attribute__((aligned(16))) vertices[vertCount];
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VECTOR __attribute__((aligned(16))) normals[vertCount];
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VECTOR __attribute__((aligned(16))) coordinates[vertCount];
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changeTexture(t_mesh, t_mesh.getMaterial(i).getId());
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vertCount = t_mesh.getDrawData(i, vertices, normals, coordinates, rotatedCamera);
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vifSender->drawMesh(&renderData, perspective, vertCount, vertices, normals, coordinates, t_mesh, t_bulbs, t_bulbsCount, &textureBuffer);
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delete[] vertices;
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delete[] normals;
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delete[] coordinates;
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}
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}
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