"fix" buffer overflow on mesh clipping
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@ -137,7 +137,7 @@ void Windmill::draw_objects()
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if (object-> visible && object_in_frustrum(object))
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{
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// copie le mesh avec plus de memoires disponible pour possiblement ajouter des points au clipping
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WMesh mesh; mesh.from_mesh(object->mesh, 10);
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WMesh mesh; mesh.from_mesh(object->mesh, 20);
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// calcul des coordonnees dans le repère monde apres rotation et translation de l objet
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transform_model_to_world(object, mesh.v, mesh.v_length);
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@ -212,7 +212,7 @@ void Windmill::draw_post_treatment()
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if (right < MAX_DEPTH_Z_BUFFER)
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{
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mask = 128 >> ((x+1) & 7);
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vram[address>>3] |= mask;
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vram[address>>3] |= mask; // FIXME: Wrong VRAM offset if viewport isn't (0,0)
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//ML_pixel(x+1, y, ML_BLACK);
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}
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@ -300,7 +300,7 @@ void Windmill::draw_post_treatment()
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}
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}
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}
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} // 24 fps
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} // 24 fps
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// avec astuce +=2 : 25 fps
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/*bool flag = false;
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