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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.
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@@ -326,7 +326,7 @@ void BinManager::AddTriangle(const VertexData &v0, const VertexData &v1, const V
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if (d01.x * d02.y - d01.y * d02.x < 0)
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return;
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// If all points have identical coords, we'll have 0 weights and not skip properly, so skip here.
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if (d01.x == 0 && d01.y == 0 && d02.x == 0 && d02.y == 0)
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if ((d01.x == 0 && d02.x == 0) || (d01.y == 0 && d02.y == 0))
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return;
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// Was it fully outside the scissor?
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