static game #1
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@@ -46,7 +46,7 @@ void VifSender::sendMatrices(const RenderData &t_renderData, const Vector3 &t_po
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vu1.sendSingleRefList(0, &localScreen, 4);
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}
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void VifSender::drawMesh(RenderData *t_renderData, Matrix t_perspective, u32 vertCount2, VECTOR *vertices, VECTOR *normals, VECTOR *coordinates, Mesh *t_mesh, LightBulb *t_bulbs, u16 t_bulbsCount, texbuffer_t *textureBuffer)
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void VifSender::drawMesh(RenderData *t_renderData, Matrix t_perspective, u32 vertCount2, VECTOR *vertices, VECTOR *normals, VECTOR *coordinates, const Mesh &t_mesh, LightBulb *t_bulbs, u16 t_bulbsCount, texbuffer_t *textureBuffer)
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{
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// we have to split 3D object into small parts, because of small memory of VU1
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for (u32 i = 0; i < vertCount2;)
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@@ -72,7 +72,7 @@ void VifSender::drawMesh(RenderData *t_renderData, Matrix t_perspective, u32 ver
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}
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/** Draw using PATH1 */
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void VifSender::drawVertices(Mesh *t_mesh, u32 t_start, u32 t_end, VECTOR *t_vertices, VECTOR *t_coordinates, prim_t *t_prim, texbuffer_t *textureBuffer)
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void VifSender::drawVertices(const Mesh &t_mesh, u32 t_start, u32 t_end, VECTOR *t_vertices, VECTOR *t_coordinates, prim_t *t_prim, texbuffer_t *textureBuffer)
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{
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const u32 vertCount = t_end - t_start;
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vu1.addListBeginning();
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@@ -87,13 +87,13 @@ void VifSender::drawVertices(Mesh *t_mesh, u32 t_start, u32 t_end, VECTOR *t_ver
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vu1.add128( // tex -> lod
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GS_SET_TEX1(
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t_mesh->lod.calculation,
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t_mesh->lod.max_level,
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t_mesh->lod.mag_filter,
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t_mesh->lod.min_filter,
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t_mesh->lod.mipmap_select,
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t_mesh->lod.l,
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(int)(t_mesh->lod.k * 16.0F)),
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t_mesh.lod.calculation,
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t_mesh.lod.max_level,
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t_mesh.lod.mag_filter,
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t_mesh.lod.min_filter,
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t_mesh.lod.mipmap_select,
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t_mesh.lod.l,
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(int)(t_mesh.lod.k * 16.0F)),
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GS_REG_TEX1);
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vu1.add128( // tex -> buff + clut
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@@ -105,11 +105,11 @@ void VifSender::drawVertices(Mesh *t_mesh, u32 t_start, u32 t_end, VECTOR *t_ver
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textureBuffer->info.height,
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textureBuffer->info.components,
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textureBuffer->info.function,
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t_mesh->clut.address >> 6,
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t_mesh->clut.psm,
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t_mesh->clut.storage_mode,
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t_mesh->clut.start,
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t_mesh->clut.load_method),
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t_mesh.clut.address >> 6,
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t_mesh.clut.psm,
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t_mesh.clut.storage_mode,
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t_mesh.clut.start,
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t_mesh.clut.load_method),
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GS_REG_TEX0);
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vu1.add128(
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