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Float TC coordinates apparently work in through mode. Add one more special case for blending.
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@@ -190,7 +190,7 @@ void VertexDecoder::DecodeVerts(DecodedVertex *decoded, const void *verts, const
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{
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const u8 *uvdata = (const u8*)(ptr + tcoff);
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for (int j = 0; j < 2; j++)
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uv[j] = (float)uvdata[j]/255.0f;
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uv[j] = (float)uvdata[j] / 255.0f;
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break;
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}
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@@ -213,8 +213,13 @@ void VertexDecoder::DecodeVerts(DecodedVertex *decoded, const void *verts, const
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case GE_VTYPE_TC_FLOAT:
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{
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const float *uvdata = (const float*)(ptr + tcoff);
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for (int j = 0; j < 2; j++)
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uv[j] = uvdata[j];
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if (throughmode) {
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uv[0] = uvdata[0] / (float)(gstate_c.curTextureWidth);
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uv[1] = uvdata[1] / (float)(gstate_c.curTextureHeight);
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} else {
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uv[0] = uvdata[0];
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uv[1] = uvdata[1];
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}
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}
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break;
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}
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