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Some optimizations
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@@ -205,8 +205,8 @@ void reset_clipping(void)
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static void geo_process_master_list_sub(struct GraphNodeMasterList *node) {
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struct DisplayListNode *currList;
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s32 startLayer, endLayer, currLayer = LAYER_FORCE;
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s32 headsIndex = LIST_HEADS_REJ;
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s32 renderPhase = RENDER_PHASE_REJ_ZB;
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s32 headsIndex = LIST_HEADS_REJ;
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s32 renderPhase = RENDER_PHASE_REJ_ZB;
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s32 enableZBuffer = (node->node.flags & GRAPH_RENDER_Z_BUFFER) != 0;
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struct RenderModeContainer *mode1List = &renderModeTable_1Cycle[enableZBuffer];
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struct RenderModeContainer *mode2List = &renderModeTable_2Cycle[enableZBuffer];
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@@ -217,9 +217,9 @@ static void geo_process_master_list_sub(struct GraphNodeMasterList *node) {
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Mtx lMtx;
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guLookAtReflect(&lMtx, &lookAt, 0, 0, 0, /* eye */ 0, 0, 1, /* at */ 1, 0, 0 /* up */);
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#endif
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//if (gPlayer1Controller->buttonPressed & L_TRIG)
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// ucodeTestSwitch ^= 1;
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//print_text_fmt_int(32,32,"%d",ucodeTestSwitch);
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// if (gPlayer1Controller->buttonPressed & L_TRIG)
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// ucodeTestSwitch ^= 1;
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// print_text_fmt_int(32,32,"%d",ucodeTestSwitch);
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#ifdef F3DZEX_GBI_2
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loopBegin:
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switch (renderPhase) {
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@@ -229,12 +229,12 @@ static void geo_process_master_list_sub(struct GraphNodeMasterList *node) {
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case RENDER_PHASE_REJ_SILHOUETTE: headsIndex = LIST_HEADS_REJ; startLayer = LAYER_SILHOUETTE_FIRST; endLayer = LAYER_SILHOUETTE_LAST; break;
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case RENDER_PHASE_REJ_NON_SILHOUETTE: headsIndex = LIST_HEADS_REJ; startLayer = LAYER_SILHOUETTE_FIRST; endLayer = LAYER_SILHOUETTE_LAST; break;
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case RENDER_PHASE_REJ_OCCLUDE_SILHOUETTE: headsIndex = LIST_HEADS_REJ; startLayer = LAYER_OCCLUDE_SILHOUETTE_FIRST; endLayer = LAYER_OCCLUDE_SILHOUETTE_LAST; break;
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case RENDER_PHASE_ZEX_AFTER_SILHOUETTE: headsIndex = LIST_HEADS_ZEX; startLayer = LAYER_OCCLUDE_SILHOUETTE_FIRST; endLayer = LAYER_COUNT-1; break;
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case RENDER_PHASE_REJ_NON_ZB: headsIndex = LIST_HEADS_REJ; startLayer = LAYER_FIRST_NON_ZB; endLayer = LAYER_COUNT-1; break;
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case RENDER_PHASE_ZEX_AFTER_SILHOUETTE: headsIndex = LIST_HEADS_ZEX; startLayer = LAYER_OCCLUDE_SILHOUETTE_FIRST; endLayer = (LAYER_COUNT - 1); break;
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case RENDER_PHASE_REJ_NON_ZB: headsIndex = LIST_HEADS_REJ; startLayer = LAYER_FIRST_NON_ZB; endLayer = (LAYER_COUNT - 1); break;
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#else
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case RENDER_PHASE_REJ_ZB: headsIndex = LIST_HEADS_REJ; startLayer = LAYER_FORCE; endLayer = LAYER_ZB_LAST; break;
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case RENDER_PHASE_ZEX_ALL: headsIndex = LIST_HEADS_ZEX; startLayer = LAYER_FORCE; endLayer = LAYER_COUNT-1; break;
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case RENDER_PHASE_REJ_NON_ZB: headsIndex = LIST_HEADS_REJ; startLayer = LAYER_FIRST_NON_ZB; endLayer = LAYER_COUNT-1; break;
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case RENDER_PHASE_ZEX_ALL: headsIndex = LIST_HEADS_ZEX; startLayer = LAYER_FORCE; endLayer = (LAYER_COUNT - 1); break;
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case RENDER_PHASE_REJ_NON_ZB: headsIndex = LIST_HEADS_REJ; startLayer = LAYER_FIRST_NON_ZB; endLayer = (LAYER_COUNT - 1); break;
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#endif
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}
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// Load rejection on pass 2. ZEX is loaded afterwards.
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