Use the same vertex decoders for splines.

Had the vert type bits at the top.
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Unknown W. Brackets committed 2014-06-29 15:46:59 -07:00
1 parent 4c0f4f2e38
commit 596abeca06
2 files changed
+2 -2

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+2 -1
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@@ -135,7 +135,8 @@ u32 TransformDrawEngine::NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inP
}
u32 TransformDrawEngine::NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, int lowerBound, int upperBound, u32 vertType) {
VertexDecoder *dec = GetVertexDecoder(vertType);
const u32 vertTypeID = (vertType & 0xFFFFFF) | (gstate.getUVGenMode() << 24);
VertexDecoder *dec = GetVertexDecoder(vertTypeID);
return NormalizeVertices(outPtr, bufPtr, inPtr, dec, lowerBound, upperBound, vertType);
}
-1
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@@ -263,7 +263,6 @@ inline void TransformDrawEngine::SetupVertexDecoderInternal(u32 vertType) {
const u32 vertTypeID = (vertType & 0xFFFFFF) | (gstate.getUVGenMode() << 24);
// If vtype has changed, setup the vertex decoder.
// TODO: Simply cache the setup decoders instead.
if (vertTypeID != lastVType_) {
dec_ = GetVertexDecoder(vertTypeID);
lastVType_ = vertTypeID;