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@ -287,10 +287,7 @@ C3DMeshCacheEntry C3DUploadMesh(const MeshGroup& meshGroup)
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indexBuffer.assign(meshGroup.indices.begin(), meshGroup.indices.end());
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}
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MINIWIN_NOT_IMPLEMENTED();
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// TODO use ibo instead of flattening verticies, see
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// https://github.com/devkitPro/3ds-examples/blob/44faa81d79d5781c0e149e4a7005f2e005edb736/graphics/gpu/loop_subdivision/source/main.c#L104
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// Flatten vertices as IBO is buggy on 3DS hardware
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std::vector<D3DRMVERTEX> vertexUploadBuffer;
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vertexUploadBuffer.reserve(indexBuffer.size());
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@ -450,8 +447,7 @@ void Citro3DRenderer::SubmitDraw(
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const Appearance& appearance
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)
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{
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C3D_Mtx projection, modelView;
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ConvertPerspective(m_projection, &projection);
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C3D_Mtx modelView;
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ConvertMatrix(modelViewMatrix, &modelView);
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C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_modelView, &modelView);
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