common/vector_math: Move Vec[x] types into the Common namespace
These types are within the common library, so they should be using the Common namespace.
This commit is contained in:
@@ -224,11 +224,11 @@ void RasterizerOpenGL::SyncEntireState() {
|
||||
* Fortunately however, the 3DS hardware happens to also use this exact same logic to work around
|
||||
* these issues, making this basic implementation actually more accurate to the hardware.
|
||||
*/
|
||||
static bool AreQuaternionsOpposite(Math::Vec4<Pica::float24> qa, Math::Vec4<Pica::float24> qb) {
|
||||
Math::Vec4f a{qa.x.ToFloat32(), qa.y.ToFloat32(), qa.z.ToFloat32(), qa.w.ToFloat32()};
|
||||
Math::Vec4f b{qb.x.ToFloat32(), qb.y.ToFloat32(), qb.z.ToFloat32(), qb.w.ToFloat32()};
|
||||
static bool AreQuaternionsOpposite(Common::Vec4<Pica::float24> qa, Common::Vec4<Pica::float24> qb) {
|
||||
Common::Vec4f a{qa.x.ToFloat32(), qa.y.ToFloat32(), qa.z.ToFloat32(), qa.w.ToFloat32()};
|
||||
Common::Vec4f b{qb.x.ToFloat32(), qb.y.ToFloat32(), qb.z.ToFloat32(), qb.w.ToFloat32()};
|
||||
|
||||
return (Math::Dot(a, b) < 0.f);
|
||||
return (Common::Dot(a, b) < 0.f);
|
||||
}
|
||||
|
||||
void RasterizerOpenGL::AddTriangle(const Pica::Shader::OutputVertex& v0,
|
||||
|
@@ -431,7 +431,7 @@ static bool FillSurface(const Surface& surface, const u8* fill_data,
|
||||
|
||||
Pica::Texture::TextureInfo tex_info{};
|
||||
tex_info.format = static_cast<Pica::TexturingRegs::TextureFormat>(surface->pixel_format);
|
||||
Math::Vec4<u8> color = Pica::Texture::LookupTexture(fill_data, 0, 0, tex_info);
|
||||
Common::Vec4<u8> color = Pica::Texture::LookupTexture(fill_data, 0, 0, tex_info);
|
||||
|
||||
std::array<GLfloat, 4> color_values = {color.x / 255.f, color.y / 255.f, color.z / 255.f,
|
||||
color.w / 255.f};
|
||||
|
Reference in New Issue
Block a user