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Add some infrastructure for flexible vertex formats
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@@ -22,8 +22,7 @@
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#include "VertexDecoder.h"
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void PrintDecodedVertex(const DecodedVertex &vtx, u32 vtype)
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{
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void PrintDecodedVertex(const DecodedVertex &vtx, u32 vtype) {
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if (vtype & GE_VTYPE_NRM_MASK) printf("N: %f %f %f\n", vtx.normal[0], vtx.normal[1], vtx.normal[2]);
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if (vtype & GE_VTYPE_TC_MASK) printf("TC: %f %f\n", vtx.uv[0], vtx.uv[1]);
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if (vtype & GE_VTYPE_COL_MASK) printf("C: %02x %02x %02x %02x\n", vtx.color[0], vtx.color[1], vtx.color[2], vtx.color[3]);
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@@ -37,67 +36,137 @@ const int nrmsize[4] = {0,3,6,12}, nrmalign[4] = {0,1,2,4};
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const int possize[4] = {0,3,6,12}, posalign[4] = {0,1,2,4};
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const int wtsize[4] = {0,1,2,4}, wtalign[4] = {0,1,2,4};
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inline int align(int n, int align)
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{
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inline int align(int n, int align) {
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return (n + (align - 1)) & ~(align - 1);
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}
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void VertexDecoder::SetVertexType(u32 fmt)
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{
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int DecFmtSize(u8 fmt) {
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switch (fmt) {
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case DEC_NONE: return 0;
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case DEC_FLOAT_1: return 4;
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case DEC_FLOAT_2: return 8;
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case DEC_FLOAT_3: return 12;
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case DEC_FLOAT_4: return 16;
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case DEC_S8_3: return 4;
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case DEC_S16_3: return 8;
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case DEC_U8_4: return 4;
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default:
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return 0;
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}
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}
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// This is what the software transform spits out, and thus w
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DecVtxFormat GetTransformedVtxFormat(const DecVtxFormat &fmt) {
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DecVtxFormat tfm = {0};
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int size = 0;
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int offset = 0;
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// Weights disappear during transform.
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if (fmt.uvfmt) {
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// UV always becomes float2.
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tfm.uvfmt = DEC_FLOAT_2;
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tfm.uvoff = offset;
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offset += DecFmtSize(tfm.uvfmt);
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}
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// We always (?) get two colors out, they're floats (although we'd probably be fine with less precision).
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tfm.c0fmt = DEC_FLOAT_4;
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tfm.c0off = offset;
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offset += DecFmtSize(tfm.c0fmt);
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tfm.c1fmt = DEC_FLOAT_3; // color1 (specular) doesn't have alpha.
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tfm.c1off = offset;
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offset += DecFmtSize(tfm.c1fmt);
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// We never get a normal, it's gone.
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// But we do get a position, and it's always float3.
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tfm.posfmt = DEC_FLOAT_3;
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tfm.posoff = offset;
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offset += DecFmtSize(tfm.posfmt);
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// Update stride.
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tfm.stride = offset;
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return tfm;
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}
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void VertexDecoder::SetVertexType(u32 fmt) {
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fmt = fmt;
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throughmode = (fmt & GE_VTYPE_THROUGH) != 0;
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int biggest = 0;
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size = 0;
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tc = fmt & 0x3;
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col = (fmt >> 2) & 0x7;
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nrm = (fmt >> 5) & 0x3;
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pos = (fmt >> 7) & 0x3;
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tc = fmt & 0x3;
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col = (fmt >> 2) & 0x7;
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nrm = (fmt >> 5) & 0x3;
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pos = (fmt >> 7) & 0x3;
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weighttype = (fmt >> 9) & 0x3;
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idx = (fmt >> 11) & 0x3;
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idx = (fmt >> 11) & 0x3;
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morphcount = ((fmt >> 18) & 0x7)+1;
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nweights = ((fmt >> 14) & 0x7)+1;
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nweights = ((fmt >> 14) & 0x7)+1;
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int decOff = 0;
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memset(&decFmt, 0, sizeof(decFmt));
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DEBUG_LOG(G3D,"VTYPE: THRU=%i TC=%i COL=%i POS=%i NRM=%i WT=%i NW=%i IDX=%i MC=%i", (int)throughmode, tc,col,pos,nrm,weighttype,nweights,idx,morphcount);
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if (weighttype)
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{
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if (weighttype) { // && nweights?
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//size = align(size, wtalign[weighttype]); unnecessary
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size += wtsize[weighttype] * nweights;
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if (wtalign[weighttype] > biggest)
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biggest = wtalign[weighttype];
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if (nweights < 5) {
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decFmt.w0off = decOff;
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decFmt.w0fmt = DEC_FLOAT_1 + nweights - 1;
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} else {
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decFmt.w0off = decOff;
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decFmt.w0fmt = DEC_FLOAT_4;
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decFmt.w1off = decOff + 4 * 4;
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decFmt.w1fmt = DEC_FLOAT_1 + nweights - 5;
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}
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decOff += nweights * 4;
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}
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if (tc)
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{
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if (tc) {
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size = align(size, tcalign[tc]);
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tcoff = size;
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size += tcsize[tc];
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if (tcalign[tc] > biggest)
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biggest = tcalign[tc];
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// All UV decode to DEC_FLOAT2 currently.
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decFmt.uvfmt = DEC_FLOAT_2;
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decFmt.uvoff = decOff;
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decOff += DecFmtSize(decFmt.uvfmt);
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}
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if (col)
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{
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if (col) {
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size = align(size, colalign[col]);
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coloff = size;
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size += colsize[col];
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if (colalign[col] > biggest)
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biggest = colalign[col];
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}
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else
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{
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// All color formats decode to DEC_U8_4 currently.
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// They can become floats later during transform though.
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decFmt.c0fmt = DEC_U8_4;
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decFmt.c0off = decOff;
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decOff += DecFmtSize(decFmt.c0fmt);
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} else {
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coloff = 0;
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}
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if (nrm)
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{
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if (nrm) {
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size = align(size, nrmalign[nrm]);
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nrmoff = size;
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size += nrmsize[nrm];
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if (nrmalign[nrm] > biggest)
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biggest = nrmalign[nrm];
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// The normal formats match the gl formats perfectly, let's use 'em.
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switch (nrm) {
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case GE_VTYPE_NRM_8BIT >> GE_VTYPE_NRM_SHIFT: decFmt.nrmfmt = DEC_S8_3; break;
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case GE_VTYPE_NRM_16BIT >> GE_VTYPE_NRM_SHIFT: decFmt.nrmfmt = DEC_S16_3; break;
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case GE_VTYPE_NRM_FLOAT >> GE_VTYPE_NRM_SHIFT: decFmt.nrmfmt = DEC_FLOAT_3; break;
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}
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decFmt.nrmoff = decOff;
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decOff += DecFmtSize(decFmt.nrmfmt);
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}
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//if (pos) - there's always a position
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@@ -107,6 +176,19 @@ void VertexDecoder::SetVertexType(u32 fmt)
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size += possize[pos];
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if (posalign[pos] > biggest)
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biggest = posalign[pos];
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if (throughmode) {
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decFmt.posfmt = DEC_FLOAT_3;
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} else {
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// The non-through-mode position formats match the gl formats perfectly, let's use 'em.
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switch (pos) {
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case GE_VTYPE_POS_8BIT >> GE_VTYPE_POS_SHIFT: decFmt.posfmt = DEC_S8_3; break;
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case GE_VTYPE_POS_16BIT >> GE_VTYPE_POS_SHIFT: decFmt.posfmt = DEC_S16_3; break;
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case GE_VTYPE_POS_FLOAT >> GE_VTYPE_POS_SHIFT: decFmt.posfmt = DEC_FLOAT_3; break;
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}
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}
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decFmt.posoff = decOff;
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decOff += DecFmtSize(decFmt.posfmt);
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}
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size = align(size, biggest);
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@@ -343,14 +425,16 @@ void VertexDecoder::DecodeVerts(DecodedVertex *decoded, const void *verts, const
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case GE_VTYPE_POS_8BIT >> 7:
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{
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float multiplier = 1.0f / 127.0f;
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if (throughmode) multiplier = 1.0f;
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const s8 *sv = (const s8*)(ptr + posoff);
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for (int j = 0; j < 3; j++)
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v[j] = sv[j] / 127.f;
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v[j] = sv[j] * multiplier;
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}
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break;
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default:
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ERROR_LOG(G3D,"Unknown position format %i",pos);
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ERROR_LOG(G3D, "Unknown position format %i",pos);
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break;
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}
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} else {
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