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NDS: Fix water outside map looking ugly
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@ -272,8 +272,8 @@ static void UpdateTextureMatrix(void) {
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MATRIX_CONTROL = DS_MAT_TEXTURE;
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MATRIX_CONTROL = DS_MAT_TEXTURE;
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MATRIX_IDENTITY = 0;
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MATRIX_IDENTITY = 0;
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MATRIX_SCALE = width << 6; // X scale
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MATRIX_SCALE = width << 8; // X scale
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MATRIX_SCALE = height << 6; // Y scale
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MATRIX_SCALE = height << 8; // Y scale
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MATRIX_SCALE = 0; // Z scale
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MATRIX_SCALE = 0; // Z scale
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if (texOffsetX || texOffsetY) {
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if (texOffsetX || texOffsetY) {
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@ -597,10 +597,8 @@ static void PreprocessTexturedVertices(void) {
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v16 y = floattov16(v.y / 64.0f);
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v16 y = floattov16(v.y / 64.0f);
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v16 z = floattov16(v.z / 64.0f);
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v16 z = floattov16(v.z / 64.0f);
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/*int uvX = (v.U * 256.0f + 0.5f); // 0.5f for rounding
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int uvX = ((int) (v.U * 256.0f));
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int uvY = (v.V * 256.0f + 0.5f);*/
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int uvY = ((int) (v.V * 256.0f));
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int uvX = ((int) (v.U * 1024.0f)) + 0x8000;
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int uvY = ((int) (v.V * 1024.0f)) + 0x8000;
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int r = PackedCol_R(v.Col);
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int r = PackedCol_R(v.Col);
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int g = PackedCol_G(v.Col);
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int g = PackedCol_G(v.Col);
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