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Fix water rendering
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@@ -198,7 +198,8 @@ CFluidPlaneCPU::RenderSetup(const CStateManager& mgr, float alpha, const zeus::C
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pttScale = g_tweakGame->GetFluidEnvBumpScale() * x4c_uvMotion.GetFluidLayers()[0].GetUVScale();
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// Load GX_TEXMTX3 with identity
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nextTexMtx++;
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zeus::CMatrix4f& texMtx = out.texMtxs[nextTexMtx++];
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texMtx[0][0] = texMtx[1][1] = pttScale;
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// Load GX_PTTEXMTX0 with scale of pttScale
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// Next: GX_TG_MTX2x4 GX_TG_NRM, GX_TEXMTX3, true, GX_PTTEXMTX0
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@@ -1080,6 +1081,7 @@ void RenderPatch(const CFluidPlaneCPURender::SPatchInfo& info,
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int yTiles = (info.x1_ySubdivs - 3) / CFluidPlaneCPURender::numSubdivisionsInTile + 1;
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int xTiles = (info.x0_xSubdivs - 3) / CFluidPlaneCPURender::numSubdivisionsInTile + 1;
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int xTileStart = info.x28_tileX + info.x2e_tileY * info.x2a_gridDimX;
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yMax = yMin;
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for (int curYTile=yTiles ; curYTile>0 ; --curYTile,
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yMax += info.x14_tileSize, xTileStart += info.x2a_gridDimX)
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{
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