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ApplyGESkinning took a vertex at a time with its components in three of four lanes. Now four vertices go through each bone together, a lane each, with the bone matrix entries, the weights and the positions taken apart once for the GE's multiply (GEMulOperand). A bone whose weight is zero in some lanes adds zeros there, leaving the sums as skipping it would. The per-component order of the adds is the GE's as before. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
To get to 100% compatibility, we will need a software renderer as there are games out there that do tricks that can't really be faked in a sensible way. Useful for homebrew too that mix sw and accel rendering.