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	Pica/Rasterizer: Make some local lambdas static.
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				| @ -120,14 +120,14 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0, | ||||
|                                     bool reversed = false) | ||||
| { | ||||
|     // vertex positions in rasterizer coordinates
 | ||||
|     auto FloatToFix = [](float24 flt) { | ||||
|                           // TODO: Rounding here is necessary to prevent garbage pixels at
 | ||||
|                           //       triangle borders. Is it that the correct solution, though?
 | ||||
|                           return Fix12P4(static_cast<unsigned short>(round(flt.ToFloat32() * 16.0f))); | ||||
|                       }; | ||||
|     auto ScreenToRasterizerCoordinates = [FloatToFix](const Math::Vec3<float24> vec) { | ||||
|                                              return Math::Vec3<Fix12P4>{FloatToFix(vec.x), FloatToFix(vec.y), FloatToFix(vec.z)}; | ||||
|                                          }; | ||||
|     static auto FloatToFix = [](float24 flt) { | ||||
|         // TODO: Rounding here is necessary to prevent garbage pixels at
 | ||||
|         //       triangle borders. Is it that the correct solution, though?
 | ||||
|         return Fix12P4(static_cast<unsigned short>(round(flt.ToFloat32() * 16.0f))); | ||||
|     }; | ||||
|     static auto ScreenToRasterizerCoordinates = [](const Math::Vec3<float24>& vec) { | ||||
|         return Math::Vec3<Fix12P4>{FloatToFix(vec.x), FloatToFix(vec.y), FloatToFix(vec.z)}; | ||||
|     }; | ||||
| 
 | ||||
|     Math::Vec3<Fix12P4> vtxpos[3]{ ScreenToRasterizerCoordinates(v0.screenpos), | ||||
|                                    ScreenToRasterizerCoordinates(v1.screenpos), | ||||
|  | ||||
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	 Tony Wasserka
						Tony Wasserka