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Preparation for proper spline/bez: Convert control points to a simple format.
The bezier/spline code will no longer need to handle morph and splines, when it's finally written. This is done by pre-skinning in software and pre-decoding to get rid of the morph.
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@@ -675,7 +675,7 @@ void GLES_GPU::ExecuteOp(u32 op, u32 diff) {
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break;
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// Discard AA lines in Summon Night 5
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if ((prim == GE_PRIM_LINES) && gstate.isAntiAliasEnabled() && gstate.isSkinningEnabled())
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if ((prim == GE_PRIM_LINES) && gstate.isAntiAliasEnabled() && vertTypeIsSkinningEnabled(gstate.vertType))
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break;
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// This also make skipping drawing very effective.
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@@ -759,8 +759,8 @@ void GLES_GPU::ExecuteOp(u32 op, u32 diff) {
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if (gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) {
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DEBUG_LOG_REPORT(G3D, "Bezier + morph: %i", (gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) >> GE_VTYPE_MORPHCOUNT_SHIFT);
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}
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if (gstate.isSkinningEnabled()) {
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DEBUG_LOG_REPORT(G3D, "Bezier + skinning: %i", gstate.getNumBoneWeights());
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if (vertTypeIsSkinningEnabled(gstate.vertType)) {
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DEBUG_LOG_REPORT(G3D, "Bezier + skinning: %i", vertTypeGetNumBoneWeights(gstate.vertType));
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}
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// TODO: Get rid of this old horror...
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@@ -799,8 +799,8 @@ void GLES_GPU::ExecuteOp(u32 op, u32 diff) {
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if (gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) {
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DEBUG_LOG_REPORT(G3D, "Spline + morph: %i", (gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) >> GE_VTYPE_MORPHCOUNT_SHIFT);
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}
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if (gstate.isSkinningEnabled()) {
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DEBUG_LOG_REPORT(G3D, "Spline + skinning: %i", gstate.getNumBoneWeights());
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if (vertTypeIsSkinningEnabled(gstate.vertType)) {
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DEBUG_LOG_REPORT(G3D, "Spline + skinning: %i", vertTypeGetNumBoneWeights(gstate.vertType));
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}
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int sp_ucount = data & 0xFF;
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