Let's get this rendering on PSP and Dolphin.
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@@ -17,9 +17,9 @@ errorret_t screenInit() {
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SCREEN.background = COLOR_CORNFLOWER_BLUE;
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#if DISPLAY_SIZE_DYNAMIC == 1
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#ifdef DUSK_DISPLAY_SIZE_DYNAMIC
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SCREEN.mode = SCREEN_MODE_FIXED_VIEWPORT_HEIGHT;
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SCREEN.fixedHeight.height = DISPLAY_SCREEN_HEIGHT_DEFAULT;
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SCREEN.fixedHeight.height = DUSK_DISPLAY_SCREEN_HEIGHT;
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cameraInitOrthographic(&SCREEN.framebufferCamera);
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SCREEN.framebufferCamera.viewType = CAMERA_VIEW_TYPE_2D;
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@@ -27,14 +27,14 @@ errorret_t screenInit() {
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SCREEN.framebufferCamera._2d.position[1] = 0;
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SCREEN.framebufferCamera._2d.zoom = 1.0f;
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errorChain(quadBuffer(
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quadBuffer(
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SCREEN.frameBufferMeshVertices,
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0.0f, 0.0f,
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1.0f, 1.0f,
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COLOR_WHITE,
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0.0f, 0.0f,
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1.0f, 1.0f
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));
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);
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errorChain(meshInit(
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&SCREEN.frameBufferMesh,
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QUAD_PRIMITIVE_TYPE,
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@@ -57,7 +57,7 @@ void screenBind() {
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SCREEN.height = frameBufferGetHeight(FRAMEBUFFER_BOUND);
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// No needd for a framebuffer.
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#if DISPLAY_SIZE_DYNAMIC == 1
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#ifdef DUSK_DISPLAY_SIZE_DYNAMIC
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if(SCREEN.framebufferReady) {
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frameBufferDispose(&SCREEN.framebuffer);
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SCREEN.framebufferReady = false;
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@@ -66,7 +66,7 @@ void screenBind() {
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break;
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}
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#if DISPLAY_SIZE_DYNAMIC == 1
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#ifdef DUSK_DISPLAY_SIZE_DYNAMIC
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case SCREEN_MODE_FIXED_SIZE: {
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SCREEN.width = SCREEN.fixedSize.width;
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SCREEN.height = SCREEN.fixedSize.height;
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@@ -270,7 +270,7 @@ void screenUnbind() {
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case SCREEN_MODE_BACKBUFFER:
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break;
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#if DISPLAY_SIZE_DYNAMIC == 1
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#ifdef DUSK_DISPLAY_SIZE_DYNAMIC
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case SCREEN_MODE_ASPECT_RATIO:
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case SCREEN_MODE_FIXED_HEIGHT:
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case SCREEN_MODE_FIXED_SIZE:
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@@ -293,7 +293,7 @@ void screenRender() {
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return;
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}
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#if DISPLAY_SIZE_DYNAMIC == 1
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#ifdef DUSK_DISPLAY_SIZE_DYNAMIC
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if(SCREEN.mode == SCREEN_MODE_FIXED_VIEWPORT_HEIGHT) {
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glViewport(0, 0, SCREEN.width, SCREEN.height);
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return;
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@@ -369,7 +369,7 @@ void screenRender() {
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}
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void screenDispose() {
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#if DISPLAY_SIZE_DYNAMIC == 1
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#ifdef DUSK_DISPLAY_SIZE_DYNAMIC
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if(SCREEN.framebufferReady) {
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frameBufferDispose(&SCREEN.framebuffer);
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SCREEN.framebufferReady = false;
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