Make sure output parameters to _glKosSpotlight() are aligned to an 8-byte boundary.
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@ -406,7 +406,7 @@ void _glKosVertexLights(glVertex *P, pvr_vertex_t *v, GLuint count) {
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float S;
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float S;
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#endif
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#endif
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unsigned char i;
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unsigned char i;
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float L[4];
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float L[4] __attribute__((aligned(8)));
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float C[3] = { 0, 0, 0 };
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float C[3] = { 0, 0, 0 };
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colorui *color = (colorui *)&v->argb;
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colorui *color = (colorui *)&v->argb;
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@ -456,7 +456,7 @@ void _glKosVertexLight(glVertex *P, pvr_vertex_t *v) {
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float S;
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float S;
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#endif
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#endif
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unsigned char i;
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unsigned char i;
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float L[4];
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float L[4] __attribute__((aligned(8)));
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/* Compute Ambient */
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/* Compute Ambient */
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float C[3] = { GL_MATERIAL.Ke[0] + GL_MATERIAL.Ka[0] *GL_GLOBAL_AMBIENT[0],
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float C[3] = { GL_MATERIAL.Ke[0] + GL_MATERIAL.Ka[0] *GL_GLOBAL_AMBIENT[0],
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@ -501,7 +501,7 @@ GLuint _glKosVertexLightColor(glVertex *P) {
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#endif
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#endif
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GLuint color;
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GLuint color;
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GLubyte i;
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GLubyte i;
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float L[4];
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float L[4] __attribute__((aligned(8)));
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/* Compute Ambient */
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/* Compute Ambient */
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float C[3] = { GL_MATERIAL.Ke[0] + GL_MATERIAL.Ka[0] *GL_GLOBAL_AMBIENT[0],
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float C[3] = { GL_MATERIAL.Ke[0] + GL_MATERIAL.Ka[0] *GL_GLOBAL_AMBIENT[0],
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