remove normal interpolation
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dce242435c
commit
a40e8f463c
47
src/external/rlsw.h
vendored
47
src/external/rlsw.h
vendored
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@ -124,7 +124,7 @@ typedef double GLclampd;
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//#define GL_COLOR_WRITEMASK 0x0C23
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//#define GL_COLOR_WRITEMASK 0x0C23
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//#define GL_CURRENT_INDEX 0x0B01
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//#define GL_CURRENT_INDEX 0x0B01
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#define GL_CURRENT_COLOR 0x0B00
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#define GL_CURRENT_COLOR 0x0B00
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#define GL_CURRENT_NORMAL 0x0B02
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//#define GL_CURRENT_NORMAL 0x0B02
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//#define GL_CURRENT_RASTER_COLOR 0x0B04
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//#define GL_CURRENT_RASTER_COLOR 0x0B04
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//#define GL_CURRENT_RASTER_DISTANCE 0x0B09
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//#define GL_CURRENT_RASTER_DISTANCE 0x0B09
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//#define GL_CURRENT_RASTER_INDEX 0x0B05
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//#define GL_CURRENT_RASTER_INDEX 0x0B05
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@ -154,7 +154,7 @@ typedef double GLclampd;
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#define GL_TEXTURE 0x1702
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#define GL_TEXTURE 0x1702
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#define GL_VERTEX_ARRAY 0x8074
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#define GL_VERTEX_ARRAY 0x8074
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#define GL_NORMAL_ARRAY 0x8075
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//#define GL_NORMAL_ARRAY 0x8075
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#define GL_COLOR_ARRAY 0x8076
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#define GL_COLOR_ARRAY 0x8076
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//#define GL_INDEX_ARRAY 0x8077
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//#define GL_INDEX_ARRAY 0x8077
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#define GL_TEXTURE_COORD_ARRAY 0x8078
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#define GL_TEXTURE_COORD_ARRAY 0x8078
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@ -293,13 +293,11 @@ typedef double GLclampd;
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#define glColor4fv(v) swColor4fv(v)
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#define glColor4fv(v) swColor4fv(v)
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#define glTexCoord2f(u, v) swTexCoord2f(u, v)
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#define glTexCoord2f(u, v) swTexCoord2f(u, v)
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#define glTexCoord2fv(v) swTexCoord2fv(v)
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#define glTexCoord2fv(v) swTexCoord2fv(v)
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#define glNormal3f(x, y, z) swNormal3f(x, y, z)
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#define glNormal3fv(v) swNormal3fv(v)
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#define glEnableClientState(t) ((void)(t))
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#define glEnableClientState(t) ((void)(t))
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#define glDisableClientState(t) swBindArray(t, 0)
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#define glDisableClientState(t) swBindArray(t, 0)
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#define glVertexPointer(sz, t, s, p) swBindArray(SW_VERTEX_ARRAY, p)
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#define glVertexPointer(sz, t, s, p) swBindArray(SW_VERTEX_ARRAY, p)
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#define glTexCoordPointer(sz, t, s, p) swBindArray(SW_TEXTURE_COORD_ARRAY, p)
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#define glTexCoordPointer(sz, t, s, p) swBindArray(SW_TEXTURE_COORD_ARRAY, p)
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#define glNormalPointer(t, s, p) swBindArray(SW_NORMAL_ARRAY, p)
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#define glColorPointer(sz, t, s, p) swBindArray(SW_COLOR_ARRAY, p)
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#define glColorPointer(sz, t, s, p) swBindArray(SW_COLOR_ARRAY, p)
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#define glDrawArrays(m, o, c) swDrawArrays(m, o, c)
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#define glDrawArrays(m, o, c) swDrawArrays(m, o, c)
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#define glGenTextures(c, v) swGenTextures(c, v)
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#define glGenTextures(c, v) swGenTextures(c, v)
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@ -322,6 +320,9 @@ typedef double GLclampd;
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#define glTexSubImage2D(X,Y,Z,W,A,B,C,D,E) ((void)(X),(void)(Y),(void)(Z),(void)(W),(void)(A),(void)(B),(void)(C),(void)(D),(void)(E))
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#define glTexSubImage2D(X,Y,Z,W,A,B,C,D,E) ((void)(X),(void)(Y),(void)(Z),(void)(W),(void)(A),(void)(B),(void)(C),(void)(D),(void)(E))
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#define glGetTexImage(X,Y,Z,W,A) ((void)(X),(void)(Y),(void)(Z),(void)(W),(void)(A))
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#define glGetTexImage(X,Y,Z,W,A) ((void)(X),(void)(Y),(void)(Z),(void)(W),(void)(A))
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#define glDrawElements(X,Y,Z,W) ((void)(X),(void)(Y),(void)(Z),(void)(W))
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#define glDrawElements(X,Y,Z,W) ((void)(X),(void)(Y),(void)(Z),(void)(W))
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#define glNormal3f(X,Y,Z) ((void)(X),(void)(Y),(void)(Z))
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#define glNormal3fv(X) ((void)(X))
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#define glNormalPointer(X,Y,Z) ((void)(X),(void)(Y),(void)(Z))
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/* === RLSW Enums === */
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/* === RLSW Enums === */
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@ -341,7 +342,6 @@ typedef enum {
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SW_EXTENSIONS = GL_EXTENSIONS,
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SW_EXTENSIONS = GL_EXTENSIONS,
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SW_COLOR_CLEAR_VALUE = GL_COLOR_CLEAR_VALUE,
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SW_COLOR_CLEAR_VALUE = GL_COLOR_CLEAR_VALUE,
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SW_CURRENT_COLOR = GL_CURRENT_COLOR,
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SW_CURRENT_COLOR = GL_CURRENT_COLOR,
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SW_CURRENT_NORMAL = GL_CURRENT_NORMAL,
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SW_CURRENT_TEXTURE_COORDS = GL_CURRENT_TEXTURE_COORDS,
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SW_CURRENT_TEXTURE_COORDS = GL_CURRENT_TEXTURE_COORDS,
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SW_MODELVIEW_MATRIX = GL_MODELVIEW_MATRIX,
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SW_MODELVIEW_MATRIX = GL_MODELVIEW_MATRIX,
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SW_MODELVIEW_STACK_DEPTH = GL_MODELVIEW_STACK_DEPTH,
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SW_MODELVIEW_STACK_DEPTH = GL_MODELVIEW_STACK_DEPTH,
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@ -366,7 +366,6 @@ typedef enum {
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typedef enum {
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typedef enum {
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SW_VERTEX_ARRAY = GL_VERTEX_ARRAY,
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SW_VERTEX_ARRAY = GL_VERTEX_ARRAY,
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SW_TEXTURE_COORD_ARRAY = GL_TEXTURE_COORD_ARRAY,
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SW_TEXTURE_COORD_ARRAY = GL_TEXTURE_COORD_ARRAY,
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SW_NORMAL_ARRAY = GL_NORMAL_ARRAY,
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SW_COLOR_ARRAY = GL_COLOR_ARRAY
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SW_COLOR_ARRAY = GL_COLOR_ARRAY
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} SWarray;
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} SWarray;
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@ -512,9 +511,6 @@ void swColor4fv(const float* v);
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void swTexCoord2f(float u, float v);
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void swTexCoord2f(float u, float v);
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void swTexCoord2fv(const float* v);
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void swTexCoord2fv(const float* v);
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void swNormal3f(float x, float y, float z);
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void swNormal3fv(const float* v);
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void swBindArray(SWarray type, void *buffer);
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void swBindArray(SWarray type, void *buffer);
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void swDrawArrays(SWdraw mode, int offset, int count);
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void swDrawArrays(SWdraw mode, int offset, int count);
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@ -586,7 +582,6 @@ typedef uint16_t sw_half_t;
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typedef struct {
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typedef struct {
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float position[4]; // Position coordinates
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float position[4]; // Position coordinates
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float normal[3]; // Normal vector
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float texcoord[2]; // Texture coordinates
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float texcoord[2]; // Texture coordinates
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float color[4]; // Color
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float color[4]; // Color
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@ -654,7 +649,6 @@ typedef struct {
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struct {
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struct {
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float* positions;
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float* positions;
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float* texcoords;
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float* texcoords;
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float* normals;
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uint8_t* colors;
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uint8_t* colors;
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} array;
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} array;
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@ -3134,10 +3128,6 @@ bool swInit(int w, int h)
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RLSW.vertexBuffer[0].texcoord[0] = 0.0f;
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RLSW.vertexBuffer[0].texcoord[0] = 0.0f;
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RLSW.vertexBuffer[0].texcoord[1] = 0.0f;
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RLSW.vertexBuffer[0].texcoord[1] = 0.0f;
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RLSW.vertexBuffer[0].normal[0] = 0.0f;
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RLSW.vertexBuffer[0].normal[1] = 0.0f;
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RLSW.vertexBuffer[0].normal[2] = 1.0f;
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RLSW.srcFactor = SW_SRC_ALPHA;
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RLSW.srcFactor = SW_SRC_ALPHA;
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RLSW.dstFactor = SW_ONE_MINUS_SRC_ALPHA;
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RLSW.dstFactor = SW_ONE_MINUS_SRC_ALPHA;
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@ -3301,11 +3291,6 @@ void swGetFloatv(SWget name, float* v)
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v[2] = RLSW.vertexBuffer[RLSW.vertexCounter - 1].color[2];
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v[2] = RLSW.vertexBuffer[RLSW.vertexCounter - 1].color[2];
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v[3] = RLSW.vertexBuffer[RLSW.vertexCounter - 1].color[3];
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v[3] = RLSW.vertexBuffer[RLSW.vertexCounter - 1].color[3];
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break;
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break;
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case SW_CURRENT_NORMAL:
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v[0] = RLSW.vertexBuffer[RLSW.vertexCounter - 1].normal[0];
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v[1] = RLSW.vertexBuffer[RLSW.vertexCounter - 1].normal[1];
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v[2] = RLSW.vertexBuffer[RLSW.vertexCounter - 1].normal[2];
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break;
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case SW_CURRENT_TEXTURE_COORDS:
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case SW_CURRENT_TEXTURE_COORDS:
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v[0] = RLSW.vertexBuffer[RLSW.vertexCounter - 1].texcoord[0];
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v[0] = RLSW.vertexBuffer[RLSW.vertexCounter - 1].texcoord[0];
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v[1] = RLSW.vertexBuffer[RLSW.vertexCounter - 1].texcoord[1];
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v[1] = RLSW.vertexBuffer[RLSW.vertexCounter - 1].texcoord[1];
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@ -3965,20 +3950,6 @@ void swTexCoord2fv(const float* v)
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RLSW.vertexBuffer[RLSW.vertexCounter].texcoord[1] = t;
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RLSW.vertexBuffer[RLSW.vertexCounter].texcoord[1] = t;
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}
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}
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void swNormal3f(float x, float y, float z)
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{
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RLSW.vertexBuffer[RLSW.vertexCounter].normal[0] = x;
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RLSW.vertexBuffer[RLSW.vertexCounter].normal[1] = y;
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RLSW.vertexBuffer[RLSW.vertexCounter].normal[2] = z;
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}
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void swNormal3fv(const float* v)
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{
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RLSW.vertexBuffer[RLSW.vertexCounter].normal[0] = v[0];
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RLSW.vertexBuffer[RLSW.vertexCounter].normal[1] = v[1];
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RLSW.vertexBuffer[RLSW.vertexCounter].normal[2] = v[2];
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}
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void swBindArray(SWarray type, void *buffer)
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void swBindArray(SWarray type, void *buffer)
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{
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{
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switch (type) {
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switch (type) {
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@ -3988,9 +3959,6 @@ void swBindArray(SWarray type, void *buffer)
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case SW_TEXTURE_COORD_ARRAY:
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case SW_TEXTURE_COORD_ARRAY:
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RLSW.array.texcoords = buffer;
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RLSW.array.texcoords = buffer;
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break;
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break;
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case SW_NORMAL_ARRAY:
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RLSW.array.normals = buffer;
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break;
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case SW_COLOR_ARRAY:
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case SW_COLOR_ARRAY:
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RLSW.array.colors = buffer;
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RLSW.array.colors = buffer;
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break;
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break;
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@ -4012,9 +3980,6 @@ void swDrawArrays(SWdraw mode, int offset, int count)
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if (RLSW.array.texcoords) {
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if (RLSW.array.texcoords) {
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swTexCoord2fv(RLSW.array.texcoords + 2 * i);
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swTexCoord2fv(RLSW.array.texcoords + 2 * i);
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}
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}
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if (RLSW.array.normals) {
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swNormal3fv(RLSW.array.normals + 3 * i);
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}
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if (RLSW.array.colors) {
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if (RLSW.array.colors) {
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swColor4ubv(RLSW.array.colors + 4 * i);
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swColor4ubv(RLSW.array.colors + 4 * i);
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}
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}
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