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Pica/TextureEnvironment: Add a note.
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@ -277,6 +277,10 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0,
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return 0;
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return 0;
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}
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}
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};
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};
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// Textures are laid out from bottom to top, hence we invert the t coordinate.
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// NOTE: This may not be the right place for the inversion.
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// TODO: Check if this applies to ETC textures, too.
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s = GetWrappedTexCoord(texture.config.wrap_s, s, texture.config.width);
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s = GetWrappedTexCoord(texture.config.wrap_s, s, texture.config.width);
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t = texture.config.height - 1 - GetWrappedTexCoord(texture.config.wrap_t, t, texture.config.height);
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t = texture.config.height - 1 - GetWrappedTexCoord(texture.config.wrap_t, t, texture.config.height);
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