SwRasterizer: Flip the vertex quaternions before clipping (if necessary).
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3 changed files with 16 additions and 21 deletions
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@ -95,6 +95,17 @@ void ProcessTriangle(const OutputVertex& v0, const OutputVertex& v1, const Outpu
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static const size_t MAX_VERTICES = 9;
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static_vector<Vertex, MAX_VERTICES> buffer_a = {v0, v1, v2};
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static_vector<Vertex, MAX_VERTICES> buffer_b;
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auto FlipQuaternionIfOpposite = [](auto& a, const auto& b) {
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if (Math::Dot(a, b) < float24::Zero())
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a = -a;
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};
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// Flip the quaternions if they are opposite to prevent interpolating them over the wrong
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// direction.
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FlipQuaternionIfOpposite(buffer_a[1].quat, buffer_a[0].quat);
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FlipQuaternionIfOpposite(buffer_a[2].quat, buffer_a[0].quat);
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auto* output_list = &buffer_a;
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auto* input_list = &buffer_b;
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