softgpu: Skip more triangles with equal verts.

Even if X is not equal, if all Y are equal, we can still skip.
This seems to happen more often than I expected with far away objects.

Skipping here avoids filling up the queue.
This commit is contained in:
Unknown W. Brackets committed 2022-09-19 08:37:47 -07:00
1 parent 4b165f9fc1
commit 259abf79dd
1 file changed
+1 -1
+1 -1
View File
@@ -326,7 +326,7 @@ void BinManager::AddTriangle(const VertexData &v0, const VertexData &v1, const V
if (d01.x * d02.y - d01.y * d02.x < 0)
return;
// If all points have identical coords, we'll have 0 weights and not skip properly, so skip here.
if (d01.x == 0 && d01.y == 0 && d02.x == 0 && d02.y == 0)
if ((d01.x == 0 && d02.x == 0) || (d01.y == 0 && d02.y == 0))
return;
// Was it fully outside the scissor?