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The position is read once as (x, y, z, 1) for the clip, fog, texgen and light vector rows, and lighting works on Vec4F32 throughout, without going through arrays. Each light's constant term, its position minus the world translation, is computed once per state instead of per vertex. The texture matrix rows are now prepared with the transform state, so loading that matrix dirties it. 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.