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Fix crashing in rare cases on Intel GPUs.
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@ -126,7 +126,7 @@ namespace ClassicalSharp {
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// have our legs just crossed over the '0' point?
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// have our legs just crossed over the '0' point?
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float oldLegRot = (float)Math.Sin( walkTimeO );
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float oldLegRot = (float)Math.Sin( walkTimeO );
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float newLegRot = (float)Math.Sin( walkTimeN );
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float newLegRot = (float)Math.Sin( walkTimeN );
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return (Math.Sign( oldLegRot ) != Math.Sign( newLegRot ));
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return Math.Sign( oldLegRot ) != Math.Sign( newLegRot );
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}
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}
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SoundType GetSound( ref bool anyNonAir ) {
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SoundType GetSound( ref bool anyNonAir ) {
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@ -42,10 +42,10 @@ namespace ClassicalSharp {
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public int spriteIndex, spriteCount;
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public int spriteIndex, spriteCount;
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public void ExpandToCapacity() {
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public void ExpandToCapacity() {
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vCount = ( iCount / 6 ) * 4;
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vCount = iCount / 6 * 4;
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if( vertices == null || vCount > vertices.Length ) {
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if( vertices == null || (vCount + 1) > vertices.Length ) {
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vertices = new VertexPos3fTex2fCol4b[vCount];
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vertices = new VertexPos3fTex2fCol4b[vCount + 1];
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}
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}
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vIndex.left = spriteCount / 6 * 4;
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vIndex.left = spriteCount / 6 * 4;
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vIndex.right = vIndex.left + Count.left / 6 * 4;
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vIndex.right = vIndex.left + Count.left / 6 * 4;
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@ -92,7 +92,7 @@ namespace ClassicalSharp {
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if( part.iCount == 0 ) return;
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if( part.iCount == 0 ) return;
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ChunkPartInfo info;
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ChunkPartInfo info;
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info.VbId = graphics.CreateVb( part.vertices, VertexFormat.Pos3fTex2fCol4b, part.vCount );
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info.VbId = graphics.CreateVb( part.vertices, VertexFormat.Pos3fTex2fCol4b, part.vCount + 1 );
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info.IndicesCount = part.iCount;
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info.IndicesCount = part.iCount;
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info.leftCount = (ushort)part.Count.left; info.rightCount = (ushort)part.Count.right;
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info.leftCount = (ushort)part.Count.left; info.rightCount = (ushort)part.Count.right;
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info.frontCount = (ushort)part.Count.front; info.backCount = (ushort)part.Count.back;
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info.frontCount = (ushort)part.Count.front; info.backCount = (ushort)part.Count.back;
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