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Correct texture buffer shift in loadblock mode.
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@ -511,8 +511,10 @@ void FrameBuffer_ActivateBufferTexture( s16 t, FrameBuffer *buffer )
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}
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else
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{
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buffer->texture->offsetS = 0.0f;
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buffer->texture->offsetT = (float)buffer->height - (gDP.textureImage.address - buffer->startAddress) / (buffer->width << buffer->size >> 1);
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u32 shift = gDP.textureImage.address - buffer->startAddress;
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u32 factor = buffer->width << buffer->size >> 1;
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buffer->texture->offsetS = (float)(shift % factor);
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buffer->texture->offsetT = (float)(buffer->height - shift/factor);
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}
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// FrameBuffer_RenderBuffer(buffer->startAddress);
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