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- ld a, h ; a=v (integer part)
- add hl, sp ; v=v+dv : on hlu, compute u=u+du for fractionnal part
- exx ; swap
- ld h, a ; paste integer v on high byte
- ld e, (hl) ; fetch texture at $D3VVUU
- ld a, (de) ; fetch lighted color
- adc hl, bc ; u=u+du (integer part)
- exx ; swap
- ld (de), a ; write the pixel to the framebuffer
- inc de ; advance next pixel
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