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	Pica/Rasterizer: Rasterize actual pixel centers instead of pixel corners.
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					 1 changed files with 3 additions and 2 deletions
				
			
		|  | @ -168,9 +168,10 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0, | |||
|     auto textures = registers.GetTextures(); | ||||
|     auto tev_stages = registers.GetTevStages(); | ||||
| 
 | ||||
|     // Enter rasterization loop, starting at the center of the topleft bounding box corner.
 | ||||
|     // TODO: Not sure if looping through x first might be faster
 | ||||
|     for (u16 y = min_y; y < max_y; y += 0x10) { | ||||
|         for (u16 x = min_x; x < max_x; x += 0x10) { | ||||
|     for (u16 y = min_y + 8; y < max_y; y += 0x10) { | ||||
|         for (u16 x = min_x + 8; x < max_x; x += 0x10) { | ||||
| 
 | ||||
|             // Calculate the barycentric coordinates w0, w1 and w2
 | ||||
|             int w0 = bias0 + SignedArea(vtxpos[1].xy(), vtxpos[2].xy(), {x, y}); | ||||
|  |  | |||
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