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Pass the VertexDecoder pointer around
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@@ -1038,10 +1038,10 @@ bool DrawEngineCommon::SubmitPrim(const void *verts, const void *inds, GEPrimiti
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return true;
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}
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void DrawEngineCommon::DecodeVerts(u8 *dest) {
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void DrawEngineCommon::DecodeVerts(VertexDecoder *dec, u8 *dest) {
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// Note that this should be able to continue a partial decode - we don't necessarily start from zero here (although we do most of the time).
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int i = decodeVertsCounter_;
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int stride = (int)dec_->GetDecVtxFmt().stride;
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int stride = (int)dec->GetDecVtxFmt().stride;
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for (; i < numDrawVerts_; i++) {
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DeferredVerts &dv = drawVerts_[i];
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@@ -1056,7 +1056,7 @@ void DrawEngineCommon::DecodeVerts(u8 *dest) {
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}
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// Decode the verts (and at the same time apply morphing/skinning). Simple.
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dec_->DecodeVerts(dest + numDecodedVerts_ * stride, dv.verts, &dv.uvScale, indexLowerBound, indexUpperBound);
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dec->DecodeVerts(dest + numDecodedVerts_ * stride, dv.verts, &dv.uvScale, indexLowerBound, indexUpperBound);
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numDecodedVerts_ += indexUpperBound - indexLowerBound + 1;
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}
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decodeVertsCounter_ = i;
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