simplify
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@@ -63,7 +63,6 @@ int g_ModelMatrixCnt=0;
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TextureUnit g_currentTextureUnit = TextureUnit_1;
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TextureUnit g_currentTextureUnit = TextureUnit_1;
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static int g_iActualRefreshRateInHz = 60;
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static int g_iActualRefreshRateInHz = 60;
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static bool g_bSphereMapping[NUM_TextureUnit] = { false, false };
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static bool g_bSphereMapping[NUM_TextureUnit] = { false, false };
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static float g_fZBias = 0;
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/* Direct3D doesn't associate a palette with textures.
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/* Direct3D doesn't associate a palette with textures.
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* Instead, we load a palette into a slot. We need to keep track
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* Instead, we load a palette into a slot. We need to keep track
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@@ -1185,12 +1184,10 @@ bool RageDisplay_D3D::IsZWriteEnabled() const
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void RageDisplay_D3D::SetZBias( float f )
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void RageDisplay_D3D::SetZBias( float f )
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{
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{
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g_fZBias = f;
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D3DVIEWPORT8 viewData;
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D3DVIEWPORT8 viewData;
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g_pd3dDevice->GetViewport( &viewData );
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g_pd3dDevice->GetViewport( &viewData );
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viewData.MinZ = SCALE( g_fZBias, 0.0f, 1.0f, 0.05f, 0.0f );
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viewData.MinZ = SCALE( f, 0.0f, 1.0f, 0.05f, 0.0f );
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viewData.MaxZ = SCALE( g_fZBias, 0.0f, 1.0f, 1.0f, 0.95f );
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viewData.MaxZ = SCALE( f, 0.0f, 1.0f, 1.0f, 0.95f );
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g_pd3dDevice->SetViewport( &viewData );
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g_pd3dDevice->SetViewport( &viewData );
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}
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}
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