Revert "Core/HardwareInfo: Fix indentation (Windows)"
This reverts commit a4019076ff9afd3cb7e2d98a54c9788fd2df1457 [formerly 3a39cd2e8a3aa8bb46f9f1465923f2abb8fc19a1] [formerly a23f6beee25e408579609874672806b124bf5fc0 [formerly be4cec088d5683bc18e54fd5daa2805134a88bb9]] [formerly dd94bfecaf16a96cdc39de9abd3c0749f17bf824 [formerly 539605da0eb694cbad2fb52fdb49b9a79c3a0d04] [formerly 00917e0bb4766a6f19f303040241c81a92778185 [formerly 48c4b5219e3d1f74f04099f164712c2baddf1d4b]]]. Former-commit-id: 4d853fb7aca7af266a8f4a8b093923a515f73f91 [formerly ec71333603cb30452d05a416241131764a0903ba] [formerly 418de7f39eddfc7826b12dc15dd47a8e5af146b0 [formerly 074a0313d402ec669e309c38ed225a16338bf952]] Former-commit-id: a03666d46956845e61dee50e8628216232b851ed [formerly 356c2cd3a0fc44c6ddb982d10941ad747a3f1312] Former-commit-id: 3c9dbcc77309da3ef5da8999a0fd5716fcdff28b
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@@ -57,22 +57,20 @@ namespace Nz
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SparsePtr<Vector3f> posPtr(&vertices[0].position, sizeof(VertexStruct_XYZ_Color_UV));
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SparsePtr<Vector2f> texCoordPtr(&vertices[0].uv, sizeof(VertexStruct_XYZ_Color_UV));
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const Nz::Vector3f origin(m_size.x / 2.f, m_size.y / -2.f, 0.f);
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*colorPtr++ = m_color;
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*posPtr++ = instanceData->transformMatrix->Transform(Vector3f(-origin));
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*posPtr++ = instanceData->transformMatrix->Transform(Vector3f(0.f));
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*texCoordPtr++ = m_textureCoords.GetCorner(RectCorner_LeftTop);
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*colorPtr++ = m_color;
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*posPtr++ = instanceData->transformMatrix->Transform(-origin + m_size.x*Vector3f::Right());
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*posPtr++ = instanceData->transformMatrix->Transform(m_size.x*Vector3f::Right());
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*texCoordPtr++ = m_textureCoords.GetCorner(RectCorner_RightTop);
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*colorPtr++ = m_color;
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*posPtr++ = instanceData->transformMatrix->Transform(-origin + m_size.y*Vector3f::Down());
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*posPtr++ = instanceData->transformMatrix->Transform(m_size.y*Vector3f::Down());
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*texCoordPtr++ = m_textureCoords.GetCorner(RectCorner_LeftBottom);
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*colorPtr++ = m_color;
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*posPtr++ = instanceData->transformMatrix->Transform(-origin + m_size.x*Vector3f::Right() + m_size.y*Vector3f::Down());
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*posPtr++ = instanceData->transformMatrix->Transform(m_size.x*Vector3f::Right() + m_size.y*Vector3f::Down());
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*texCoordPtr++ = m_textureCoords.GetCorner(RectCorner_RightBottom);
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}
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