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softgpu: Remove z from DrawingCoords.
It's not really used much of anywhere, anyway.
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@@ -139,16 +139,14 @@ DrawingCoords TransformUnit::ScreenToDrawing(const ScreenCoords& coords)
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// TODO: What to do when offset > coord?
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ret.x = ((s32)coords.x - gstate.getOffsetX16()) / 16;
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ret.y = ((s32)coords.y - gstate.getOffsetY16()) / 16;
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ret.z = coords.z;
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return ret;
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}
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ScreenCoords TransformUnit::DrawingToScreen(const DrawingCoords& coords)
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{
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ScreenCoords TransformUnit::DrawingToScreen(const DrawingCoords &coords, u16 z) {
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ScreenCoords ret;
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ret.x = (u32)coords.x * 16 + gstate.getOffsetX16();
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ret.y = (u32)coords.y * 16 + gstate.getOffsetY16();
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ret.z = coords.z;
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ret.z = z;
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return ret;
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}
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@@ -719,7 +717,7 @@ bool TransformUnit::GetCurrentSimpleVertices(int count, std::vector<GPUDebugVert
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}
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vertices[i].x = drawPos.x;
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vertices[i].y = drawPos.y;
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vertices[i].z = drawPos.z;
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vertices[i].z = screenPos.z;
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}
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if (gstate.vertType & GE_VTYPE_COL_MASK) {
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