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Fix TU19 Lighting Optimisation
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@@ -79,7 +79,7 @@ void Minimap::reloadColours()
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int b = ((color) & 0xff) * br / 255;
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// 4J - changed BYTE order to save having to reorder later
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#if ( defined _DURANGO || defined _WIN64 || __PSVITA__ )
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#if ( defined _DURANGO || defined _WINDOWS64 || __PSVITA__ )
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LUT[i] = 255 << 24 | b << 16 | g << 8 | r;
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#elif defined _XBOX
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LUT[i] = 255 << 24 | r << 16 | g << 8 | b;
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@@ -944,7 +944,7 @@ void Tesselator::vertex(float x, float y, float z)
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pShortData[5] = (static_cast<int>(v * 8192.0f)&0xffff);
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int16_t u2 = ((int16_t*)&_tex2)[0];
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int16_t v2 = ((int16_t*)&_tex2)[1];
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#if defined _XBOX_ONE || defined __ORBIS__
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#if defined _XBOX_ONE || defined __ORBIS__ || defined _WINDOWS64
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// Optimisation - pack the second UVs into a single short (they could actually go in a BYTE), which frees up a short to store the x offset for this chunk in the vertex itself.
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// This means that when rendering chunks, we don't need to update the vertex constants that specify the location for a chunk, when only the x offset has changed.
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pShortData[6] = ( u2 << 8 ) | v2;
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