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Virtua fighter has a few massive polys that shouldn't be visible. It looks like these polys have a bad matrix, but the node distances are all zero. This means the bounding box that encapsulates them is of size zero. Skipping over these entirely seems to fix the issue.
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@ -419,6 +419,8 @@ void CNew3D::DescendCullingNode(UINT32 addr)
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float x, y, z;
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int tx, ty;
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BBox bbox;
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UINT16 hDistance;
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float fDistance;
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if (m_nodeAttribs.StackLimit()) {
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return;
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@ -476,16 +478,11 @@ void CNew3D::DescendCullingNode(UINT32 addr)
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MultMatrix(matrixOffset,m_modelMat);
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}
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hDistance = node[9 - m_offset] & 0xFFFF;
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fDistance = R3DFloat::GetFloat16(hDistance);
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if (m_nodeAttribs.currentClipStatus != Clip::INSIDE) {
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//================
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UINT16 hDistance;
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float fDistance;
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//================
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hDistance = node[9 - m_offset] & 0xFFFF;
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fDistance = R3DFloat::GetFloat16(hDistance);
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if (hDistance != R3DFloat::Pro16BitMax) {
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CalcBox(fDistance, bbox);
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@ -502,7 +499,7 @@ void CNew3D::DescendCullingNode(UINT32 addr)
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}
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}
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if (m_nodeAttribs.currentClipStatus != Clip::OUTSIDE) {
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if (m_nodeAttribs.currentClipStatus != Clip::OUTSIDE && fDistance > R3DFloat::Pro16BitFltMin) {
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// Descend down first link
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if ((node[0x00] & 0x08)) // 4-element LOD table
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@ -3,14 +3,15 @@
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namespace R3DFloat
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{
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static const UINT16 Pro16BitMax = 0x7fff;
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static const UINT16 Pro16BitMax = 0x7fff;
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static const float Pro16BitFltMin = 1e-7f; // float min in IEEE
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float GetFloat16(UINT16 f);
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float GetFloat32(UINT32 f);
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UINT32 ConvertProFloat(UINT32 a1); // return float in hex or integer format
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UINT32 ConvertProFloat(UINT32 a1); // return float in hex or integer format
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UINT32 Convert16BitProFloat(UINT32 a1);
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float ToFloat(UINT32 a1); // integer float to actual IEEE 754 float
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float ToFloat(UINT32 a1); // integer float to actual IEEE 754 float
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}
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#endif
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