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optimization: aligned memory access, vfpu math
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@@ -235,11 +235,12 @@ void GL_FrustumComputeBounds( gl_frustum_t *out, vec3_t mins, vec3_t maxs )
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void GL_FrustumDrawDebug( gl_frustum_t *out )
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{
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/*
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vec3_t bbox[8];
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int i;
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GL_FrustumComputeCorners( out, bbox );
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/*
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// g-cont. frustum must be yellow :-)
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pglColor4f( 1.0f, 1.0f, 0.0f, 1.0f );
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pglDisable( GL_TEXTURE_2D );
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