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minor culling node optimisations
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@ -416,8 +416,6 @@ void CNew3D::DescendCullingNode(UINT32 addr)
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{
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const UINT32 *node, *lodTable;
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UINT32 matrixOffset, child1Ptr, sibling2Ptr;
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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 uCullRadius;
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float fCullRadius;
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@ -452,19 +450,14 @@ void CNew3D::DescendCullingNode(UINT32 addr)
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m_colorTableAddr &= 0x000FFFFF; // clamp to 4MB (in words) range
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}
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x = *(float *)&node[0x04 - m_offset];
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y = *(float *)&node[0x05 - m_offset];
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z = *(float *)&node[0x06 - m_offset];
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m_nodeAttribs.Push(); // save current attribs
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if (!m_offset) // Step 1.5+
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{
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tx = 32 * ((node[0x02] >> 7) & 0x3F);
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ty = 32 * (node[0x02] & 0x1F);
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if (!m_offset) { // Step 1.5+
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// apply texture offsets, else retain current ones
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if ((node[0x02] & 0x8000)) {
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m_nodeAttribs.currentTexOffsetX = tx;
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int tx = 32 * ((node[0x02] >> 7) & 0x3F);
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int ty = 32 * (node[0x02] & 0x1F);
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m_nodeAttribs.currentTexOffsetX = tx;
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m_nodeAttribs.currentTexOffsetY = ty;
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m_nodeAttribs.currentPage = (node[0x02] & 0x4000) >> 14;
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}
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@ -475,6 +468,9 @@ void CNew3D::DescendCullingNode(UINT32 addr)
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// apply translation vector
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if ((node[0x00] & 0x10)) {
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float x = *(float *)&node[0x04 - m_offset];
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float y = *(float *)&node[0x05 - m_offset];
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float z = *(float *)&node[0x06 - m_offset];
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m_modelMat.Translate(x, y, z);
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}
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// multiply matrix, if specified
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@ -1612,6 +1608,8 @@ void CNew3D::CalcViewport(Viewport* vp, float near, float far)
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near = far / 1000000; // if we get really close to zero somehow, we will have almost no depth precision
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}
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near = 5.f;
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float l = near * tanf(vp->angle_left); // we need to calc the shape of the projection frustum for culling
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float r = near * tanf(vp->angle_right);
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float t = near * tanf(vp->angle_top);
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