Optimize culling.
BUG=14625629
Change-Id: Iafe3d2db66d4f7e1a0597ffdaf865a781a015216
diff --git a/src/Shader/SetupRoutine.cpp b/src/Shader/SetupRoutine.cpp
index 8c5835c..e52da92 100644
--- a/src/Shader/SetupRoutine.cpp
+++ b/src/Shader/SetupRoutine.cpp
@@ -89,11 +89,11 @@
Return(false);
}
- Float w0w1w2 = *Pointer<Float>(v0 + pos * 16 + 12) *
- *Pointer<Float>(v1 + pos * 16 + 12) *
- *Pointer<Float>(v2 + pos * 16 + 12);
+ Int w0w1w2 = *Pointer<Int>(v0 + pos * 16 + 12) ^
+ *Pointer<Int>(v1 + pos * 16 + 12) ^
+ *Pointer<Int>(v2 + pos * 16 + 12);
- A = IfThenElse(w0w1w2 < 0.0f, -A, A);
+ A = IfThenElse(w0w1w2 < 0, -A, A);
if(state.cullMode == Context::CULL_CLOCKWISE)
{