More work on spline/bezier tesselation. Disabled for now, there are still issues.
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2 changed files with 152 additions and 97 deletions
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@ -765,13 +765,9 @@ void GLES_GPU::ExecuteOp(u32 op, u32 diff) {
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DEBUG_LOG_REPORT(G3D, "Bezier + skinning: %i", vertTypeGetNumBoneWeights(gstate.vertType));
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}
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// TODO: Get rid of this old horror...
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GEPatchPrimType patchPrim = gstate.getPatchPrimitiveType();
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int bz_ucount = data & 0xFF;
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int bz_vcount = (data >> 8) & 0xFF;
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//transformDraw_.DrawBezier(bz_ucount, bz_vcount);
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// And instead use this.
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GEPatchPrimType patchPrim = gstate.getPatchPrimitiveType();
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transformDraw_.SubmitBezier(control_points, indices, bz_ucount, bz_vcount, patchPrim, gstate.vertType);
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}
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break;
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