twn_rendering: have triangle uvs represented by floating vectors
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@ -12,9 +12,9 @@ void unfurl_triangle(const char *path,
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Vec3 v0,
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Vec3 v1,
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Vec3 v2,
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Vec2sh uv0,
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Vec2sh uv1,
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Vec2sh uv2)
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Vec2 uv0,
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Vec2 uv1,
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Vec2 uv2)
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{
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const TextureKey texture_key = textures_get_key(&ctx.texture_cache, path);
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@ -29,9 +29,9 @@ void unfurl_triangle(const char *path,
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.v0 = v0,
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.v1 = v1,
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.v2 = v2,
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.uv1 = m_vec2_from(uv1),
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.uv0 = m_vec2_from(uv0),
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.uv2 = m_vec2_from(uv2),
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.uv1 = uv1,
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.uv0 = uv0,
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.uv2 = uv2,
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}};
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union UncoloredSpaceTriangle *triangles = (union UncoloredSpaceTriangle *)batch_p->value.primitives;
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