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Add a tab to show vertex values to the GE debugger.
Should be pretty useful, especially for depth issues.
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@@ -534,22 +534,42 @@ bool TransformUnit::GetCurrentSimpleVertices(int count, std::vector<GPUDebugVert
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const SimpleVertex &vert = simpleVertices[i];
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if (gstate.isModeThrough()) {
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vertices[i].u = vert.uv[0];
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vertices[i].v = vert.uv[1];
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if (gstate.vertType & GE_VTYPE_TC_MASK) {
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vertices[i].u = vert.uv[0];
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vertices[i].v = vert.uv[1];
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} else {
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vertices[i].u = 0.0f;
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vertices[i].v = 0.0f;
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}
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vertices[i].x = vert.pos.x;
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vertices[i].y = vert.pos.y;
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vertices[i].z = vert.pos.z;
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if (gstate.vertType & GE_VTYPE_COL_MASK) {
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memcpy(vertices[i].c, vert.color, sizeof(vertices[i].c));
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} else {
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memset(vertices[i].c, 0, sizeof(vertices[i].c));
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}
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} else {
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float clipPos[4];
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Vec3ByMatrix44(clipPos, vert.pos.AsArray(), worldviewproj);
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ScreenCoords screenPos = ClipToScreen(clipPos);
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DrawingCoords drawPos = ScreenToDrawing(screenPos);
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vertices[i].u = vert.uv[0];
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vertices[i].v = vert.uv[1];
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if (gstate.vertType & GE_VTYPE_TC_MASK) {
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vertices[i].u = vert.uv[0];
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vertices[i].v = vert.uv[1];
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} else {
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vertices[i].u = 0.0f;
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vertices[i].v = 0.0f;
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}
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vertices[i].x = drawPos.x;
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vertices[i].y = drawPos.y;
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vertices[i].z = 1.0;
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if (gstate.vertType & GE_VTYPE_COL_MASK) {
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memcpy(vertices[i].c, vert.color, sizeof(vertices[i].c));
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} else {
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memset(vertices[i].c, 0, sizeof(vertices[i].c));
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}
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}
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}
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