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let's not waste precious VRAM on a depth buffer we don't use
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c17200e8db
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@ -51,14 +51,14 @@ namespace { // internals
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return b;
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return b;
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}
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}
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inline int NextPow2(unsigned int x) {
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inline unsigned int NextPow2(unsigned int x) {
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--x;
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--x;
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x |= x >> 1;
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x |= x >> 1;
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x |= x >> 2;
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x |= x >> 2;
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x |= x >> 4;
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x |= x >> 4;
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x |= x >> 8;
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x |= x >> 8;
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x |= x >> 16;
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x |= x >> 16;
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return ++x >= 64 ? x : 64; // min size to keep gpu from locking
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return std::min(std::max(++x, 64U), 1024U); // clamp size to keep gpu from locking
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}
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}
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class CRawTexture : public CTexture {
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class CRawTexture : public CTexture {
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@ -248,7 +248,7 @@ CRenderTarget::CRenderTarget(int width, int height, bool forceExact) {
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auto w = forceExact ? width : NextPow2(width),
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auto w = forceExact ? width : NextPow2(width),
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h = forceExact ? height : NextPow2(height);
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h = forceExact ? height : NextPow2(height);
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txSize = Vector2(w, h);
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txSize = Vector2(w, h);
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tgt = C3D_RenderTargetCreate(w, h, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8); // though actually, do we really need stenciling? could drop to 16 if we don't
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tgt = C3D_RenderTargetCreate(w, h, GPU_RB_RGBA8, -1/*GPU_RB_DEPTH24_STENCIL8/**/); // I don't think we need a depth buffer >.>
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Mtx_Ortho(&projection, 0.0f, w, 0.0f, h, 0.0f, 1.0f, true);
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Mtx_Ortho(&projection, 0.0f, w, 0.0f, h, 0.0f, 1.0f, true);
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//Mtx_OrthoTilt(&projection, 0.0f, h, 0.0f, w, 0.0f, 1.0f, true);
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//Mtx_OrthoTilt(&projection, 0.0f, h, 0.0f, w, 0.0f, 1.0f, true);
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}
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}
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