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Some NormalizeVertices interface cleanup
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@@ -939,7 +939,7 @@ bool SoftwareTransform::ExpandPoints(int vertexCount, int &maxIndex, int vertsSi
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// The rest of the transform pipeline like lighting will go as normal, either hardware or software.
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// The implementation is initially a bit inefficient but shouldn't be a big deal.
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// An intermediate buffer of not-easy-to-predict size is stored at bufPtr.
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u32 NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, int lowerBound, int upperBound, VertexDecoder *dec, u32 vertType) {
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u32 NormalizeVertices(SimpleVertex *sverts, u8 *bufPtr, const u8 *inPtr, int lowerBound, int upperBound, VertexDecoder *dec, u32 vertType) {
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// First, decode the vertices into a GPU compatible format. This step can be eliminated but will need a separate
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// implementation of the vertex decoder.
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dec->DecodeVerts(bufPtr, inPtr, &gstate_c.uv, lowerBound, upperBound);
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@@ -949,8 +949,6 @@ u32 NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, int lowerBound, i
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VertexReader reader(bufPtr, dec->GetDecVtxFmt(), vertType);
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SimpleVertex *sverts = (SimpleVertex *)outPtr;
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const u8 defaultColor[4] = {
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(u8)gstate.getMaterialAmbientR(),
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(u8)gstate.getMaterialAmbientG(),
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