forked from pieeebot/cafeberry
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51ee0d8e57 |
@@ -24,7 +24,7 @@ $folderCopies = @(
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@{ Source = "DurangoMedia"; Dest = "Windows64Media" },
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@{ Source = "Windows64Media"; Dest = "Windows64Media" },
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@{ Source = "PSVita\Tutorial"; Dest = "Windows64Media\Tutorial" },
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@{ Source = "Windows64Media\music"; Dest = "Windows64Media\music" },
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@{ Source = "music"; Dest = "Windows64Media\music" },
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@{ Source = "Windows64Media\Sound"; Dest = "Windows64Media\Sound" },
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@{ Source = "Common\Postbuilds\Contents\Windows64\redist64"; Dest = "redist64" }
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)
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@@ -832,7 +832,7 @@ void Tesselator::vertex(float x, float y, float z)
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pShortData[5] = (((int)(v * 8192.0f))&0xffff);
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int16_t u2 = ((int16_t*)&_tex2)[0];
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int16_t v2 = ((int16_t*)&_tex2)[1];
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#if defined _XBOX_ONE || defined __ORBIS__ || defined _WINDOWS64
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#if defined _XBOX_ONE || defined __ORBIS__
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// Optimisation - pack the second UVs into a single short (they could actually go in a byte), which frees up a short to store the x offset for this chunk in the vertex itself.
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// This means that when rendering chunks, we don't need to update the vertex constants that specify the location for a chunk, when only the x offset has changed.
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pShortData[6] = ( u2 << 8 ) | v2;
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