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[spline/bezier]Fix patch subdivision counts correctly.
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@@ -177,8 +177,8 @@ void _SplinePatchFullQuality(u8 *&dest, int &count, const SplinePatchLocal &spa
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// Increase tesselation based on the size. Should be approximately right?
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// JPCSP is wrong at least because their method results in square loco roco.
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int patch_div_s = (spatch.count_u - 3) * gstate.getPatchDivisionU() / 3;
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int patch_div_t = (spatch.count_v - 3) * gstate.getPatchDivisionV() / 3;
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int patch_div_s = (spatch.count_u - 3) * gstate.getPatchDivisionU();
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int patch_div_t = (spatch.count_v - 3) * gstate.getPatchDivisionV();
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if (patch_div_s <= 0) patch_div_s = 1;
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if (patch_div_t <= 0) patch_div_t = 1;
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+2
-2
@@ -162,8 +162,8 @@ void TransformDrawEngine::SubmitBezier(void* control_points, void* indices, int
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// like the splines, so we subdivide across the whole "mega-patch".
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if (num_patches_u == 0) num_patches_u = 1;
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if (num_patches_v == 0) num_patches_v = 1;
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int tess_u = gstate.getPatchDivisionU() / num_patches_u;
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int tess_v = gstate.getPatchDivisionV() / num_patches_v;
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int tess_u = gstate.getPatchDivisionU();
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int tess_v = gstate.getPatchDivisionV();
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if (tess_u < 4) tess_u = 4;
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if (tess_v < 4) tess_v = 4;
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