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