Implemented HUD (Textures) and Decal drawing.
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24847bd284
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b6076c656e
2 changed files with 189 additions and 15 deletions
189
src/opengl.c
189
src/opengl.c
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@ -293,6 +293,127 @@ void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDER
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#endif
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}
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void D3D_Decal_Output(DECAL *decalPtr, RENDERVERTEX *renderVerticesPtr)
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{
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DECAL_DESC *decalDescPtr = &DecalDescription[decalPtr->DecalID];
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int texoffset;
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D3DTexture *TextureHandle;
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int i;
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float ZNear;
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float RecipW, RecipH;
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int r, g, b, a;
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ZNear = (float) (Global_VDB_Ptr->VDB_ClipZ * GlobalScale);
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CheckTranslucencyModeIsCorrect(decalDescPtr->TranslucencyType);
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if (decalPtr->DecalID == DECAL_FMV) {
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/* not (yet) implemented */
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return;
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} else if (decalPtr->DecalID == DECAL_SHAFTOFLIGHT||decalPtr->DecalID == DECAL_SHAFTOFLIGHT_OUTER) {
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CheckBoundTextureIsCorrect(0);
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RecipW = 1.0 / 256.0; /* ignored */
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RecipH = 1.0 / 256.0;
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} else {
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texoffset = SpecialFXImageNumber;
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TextureHandle = ImageHeaderArray[texoffset].D3DTexture;
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if (TextureHandle->w == 256) {
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RecipW = 1.0 / 256.0;
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} else {
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float width = (float) TextureHandle->w;
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RecipW = 1.0 / width;
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}
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if (TextureHandle->h == 256) {
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RecipH = 1.0 / 256.0;
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} else {
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float height = (float) TextureHandle->h;
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RecipH = 1.0 / height;
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}
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CheckBoundTextureIsCorrect(TextureHandle->id);
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}
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if (decalDescPtr->IsLit) {
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int intensity = LightIntensityAtPoint(decalPtr->Vertices);
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r = MUL_FIXED(intensity,decalDescPtr->RedScale[CurrentVisionMode]);
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g = MUL_FIXED(intensity,decalDescPtr->GreenScale[CurrentVisionMode]);
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b = MUL_FIXED(intensity,decalDescPtr->BlueScale[CurrentVisionMode]);
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a = decalDescPtr->Alpha;
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} else {
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r = decalDescPtr->RedScale[CurrentVisionMode];
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g = decalDescPtr->GreenScale[CurrentVisionMode];
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b = decalDescPtr->BlueScale[CurrentVisionMode];
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a = decalDescPtr->Alpha;
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}
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if (RAINBOWBLOOD_CHEATMODE) {
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r = FastRandom()&255;
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g = FastRandom()&255;
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b = FastRandom()&255;
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a = decalDescPtr->Alpha;
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}
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glColor4ub(r, g, b, a);
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SelectPolygonBeginType(RenderPolygon.NumberOfVertices);
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for (i = 0; i < RenderPolygon.NumberOfVertices; i++) {
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RENDERVERTEX *vertices = &renderVerticesPtr[i];
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GLfloat x, y, z, zvalue;
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GLfloat s, t, rhw;
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int x1, y1;
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rhw = 1.0 / vertices->Z;
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x1 = (vertices->X*(Global_VDB_Ptr->VDB_ProjX+1))/vertices->Z+Global_VDB_Ptr->VDB_CentreX;
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y1 = (vertices->Y*(Global_VDB_Ptr->VDB_ProjY+1))/vertices->Z+Global_VDB_Ptr->VDB_CentreY;
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#if 0
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if (x1<Global_VDB_Ptr->VDB_ClipLeft) {
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x1=Global_VDB_Ptr->VDB_ClipLeft;
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} else if (x1>Global_VDB_Ptr->VDB_ClipRight) {
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x1=Global_VDB_Ptr->VDB_ClipRight;
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}
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if (y1<Global_VDB_Ptr->VDB_ClipUp) {
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y1=Global_VDB_Ptr->VDB_ClipUp;
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} else if (y1>Global_VDB_Ptr->VDB_ClipDown) {
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y1=Global_VDB_Ptr->VDB_ClipDown;
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}
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#endif
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x = x1;
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y = y1;
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x = (x - ScreenDescriptorBlock.SDB_CentreX)/ScreenDescriptorBlock.SDB_CentreX;
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y = -(y - ScreenDescriptorBlock.SDB_CentreY)/ScreenDescriptorBlock.SDB_CentreY;
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s = ((float)(vertices->U>>16)+.5) * RecipW;
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t = ((float)(vertices->V>>16)+.5) * RecipH;
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zvalue = vertices->Z+HeadUpDisplayZOffset;
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z = 1.0 - 2*ZNear/zvalue;
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// zvalue = vertices->Z+HeadUpDisplayZOffset;
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// zvalue = ((zvalue-ZNear)/zvalue);
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#if 0
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glTexCoord4f(s*rhw, t*rhw, 0, rhw);
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glVertex3f(x, y, z);
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#else
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glTexCoord2f(s, t);
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glVertex4f(x/rhw, y/rhw, z/rhw, 1/rhw);
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#endif
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}
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glEnd();
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}
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void D3D_Particle_Output(PARTICLE *particlePtr, RENDERVERTEX *renderVerticesPtr)
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{
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PARTICLE_DESC *particleDescPtr = &ParticleDescription[particlePtr->ParticleID];
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@ -503,3 +624,71 @@ void D3D_PredatorScreenInversionOverlay()
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glDepthFunc(GL_LEQUAL);
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}
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void D3D_HUD_Setup()
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{
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CheckTranslucencyModeIsCorrect(TRANSLUCENCY_GLOWING);
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glDepthFunc(GL_LEQUAL);
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}
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void D3D_HUDQuad_Output(int imageNumber, struct VertexTag *quadVerticesPtr, unsigned int colour)
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{
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float RecipW, RecipH;
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int i;
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D3DTexture *tex = ImageHeaderArray[imageNumber].D3DTexture;
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GLfloat x[4], y[4], s[4], t[4];
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int r, g, b, a;
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CheckTranslucencyModeIsCorrect(TRANSLUCENCY_GLOWING);
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CheckBoundTextureIsCorrect(tex->id);
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if (tex->w == 128) {
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RecipW = 1.0f / 128.0f;
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} else {
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float width = (float) tex->w;
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RecipW = (1.0f / width);
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}
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if (tex->h == 128) {
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RecipH = 1.0f / 128.0f;
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} else {
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float height = (float) tex->h;
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RecipH = (1.0f / height);
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}
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b = (colour >> 0) & 0xFF;
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g = (colour >> 8) & 0xFF;
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r = (colour >> 16) & 0xFF;
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a = (colour >> 24) & 0xFF;
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glColor4ub(r, g, b, a);
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for (i = 0; i < 4; i++) {
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x[i] = quadVerticesPtr[i].X;
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x[i] = (x[i] - ScreenDescriptorBlock.SDB_CentreX)/ScreenDescriptorBlock.SDB_CentreX;
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y[i] = quadVerticesPtr[i].Y;
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y[i] = -(y[i] - ScreenDescriptorBlock.SDB_CentreY)/ScreenDescriptorBlock.SDB_CentreY;
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s[i] = ((float)quadVerticesPtr[i].U)*RecipW;
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t[i] = ((float)quadVerticesPtr[i].V)*RecipH;
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}
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SelectPolygonBeginType(3); /* triangles */
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glTexCoord2f(s[0], t[0]);
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glVertex3f(x[0], y[0], -1.0f);
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glTexCoord2f(s[1], t[1]);
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glVertex3f(x[1], y[1], -1.0f);
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glTexCoord2f(s[3], t[3]);
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glVertex3f(x[3], y[3], -1.0f);
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glTexCoord2f(s[1], t[1]);
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glVertex3f(x[1], y[1], -1.0f);
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glTexCoord2f(s[2], t[2]);
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glVertex3f(x[2], y[2], -1.0f);
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glTexCoord2f(s[3], t[3]);
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glVertex3f(x[3], y[3], -1.0f);
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glEnd();
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}
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15
src/stubs.c
15
src/stubs.c
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@ -527,16 +527,6 @@ void D3D_PlayerDamagedOverlay(int intensity)
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fprintf(stderr, "D3D_PlayerDamagedOverlay(%d)\n", intensity);
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}
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void D3D_HUD_Setup()
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{
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fprintf(stderr, "D3D_HUD_Setup()\n");
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}
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void D3D_HUDQuad_Output(int imageNumber,struct VertexTag *quadVerticesPtr, unsigned int colour)
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{
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fprintf(stderr, "D3D_HUDQuad_Output(%d, %p, %d)\n", imageNumber, quadVerticesPtr, colour);
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}
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void D3D_FadeDownScreen(int brightness, int colour)
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{
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fprintf(stderr, "D3D_FadeDownScreen(%d, %d)\n", brightness, colour);
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@ -562,11 +552,6 @@ void D3D_DrawBackdrop()
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fprintf(stderr, "D3D_DrawBackdrop()\n");
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}
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void D3D_Decal_Output(DECAL *decalPtr,RENDERVERTEX *renderVerticesPtr)
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{
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fprintf(stderr, "D3D_Decal_Output(%p, %p)\n", decalPtr, renderVerticesPtr);
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}
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void D3D_BackdropPolygon_Output(POLYHEADER *inputPolyPtr,RENDERVERTEX *renderVerticesPtr)
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{
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fprintf(stderr, "D3D_BackdropPolygon_Output(%p, %p)\n", inputPolyPtr, renderVerticesPtr);
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