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viewer: y coord is flipped for display, so flip x too; otherwise the model looks mirrored
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@ -87,8 +87,9 @@ begin
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v.y := FixRange(fg.vertices[i].y);
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v.y := FixRange(fg.vertices[i].y);
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v.z := FixRange(fg.vertices[i].z);
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v.z := FixRange(fg.vertices[i].z);
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//flip Y for OpenGL coord system, otherwise the model is upside down.
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//flip Y for OpenGL coord system, otherwise the model is upside down.
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//Causes flipping of the texture too, compared to what the game shows
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//Flip x coord too, otherwise the model looks mirrored
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v.y := -v.y;
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v.y := -v.y;
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v.x := -v.x;
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_vertices.Add(v);
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_vertices.Add(v);
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group_vertices.Add(v);
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group_vertices.Add(v);
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end;
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end;
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