Removed/disabled some unused code.
Readded second pass specular drawing. Fixed particle drawing (lights had mysteriously stopped showing up for a while).
This commit is contained in:
parent
c7f0dd737a
commit
c12ec5ff7e
10 changed files with 163 additions and 394 deletions
224
src/opengl.c
224
src/opengl.c
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@ -173,32 +173,11 @@ static void DrawTriangles_T2F_C4UB_V4F()
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case 3:
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OUTPUT_TRIANGLE(0, 2, 1);
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break;
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#if 0
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case 4:
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OUTPUT_TRIANGLE(0, 1, 2);
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OUTPUT_TRIANGLE(0, 2, 3);
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break;
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#endif
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case 5:
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OUTPUT_TRIANGLE(0, 1, 4);
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OUTPUT_TRIANGLE(1, 3, 4);
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OUTPUT_TRIANGLE(1, 2, 3);
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break;
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#if 0
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case 6:
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OUTPUT_TRIANGLE(0, 4, 5);
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OUTPUT_TRIANGLE(0, 3, 4);
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OUTPUT_TRIANGLE(0, 2, 3);
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OUTPUT_TRIANGLE(0, 1, 2);
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break;
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case 7:
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OUTPUT_TRIANGLE(0, 5, 6);
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OUTPUT_TRIANGLE(0, 4, 5);
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OUTPUT_TRIANGLE(0, 3, 4);
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OUTPUT_TRIANGLE(0, 2, 3);
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OUTPUT_TRIANGLE(0, 1, 2);
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break;
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#endif
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case 8:
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OUTPUT_TRIANGLE(0, 6, 7);
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case 7:
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@ -208,8 +187,7 @@ static void DrawTriangles_T2F_C4UB_V4F()
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OUTPUT_TRIANGLE(0, 3, 4);
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case 4:
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OUTPUT_TRIANGLE(0, 2, 3);
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OUTPUT_TRIANGLE(0, 1, 2);
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OUTPUT_TRIANGLE(0, 1, 2);
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break;
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default:
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fprintf(stderr, "DrawTriangles_T2F_C4UB_V4F: tarr.elements = %d\n", tarr.elements);
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@ -219,6 +197,96 @@ static void DrawTriangles_T2F_C4UB_V4F()
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#undef OUTPUT_TRIANGLE
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#undef OUTPUT_VERTEX
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}
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static void DrawTriangles_T2F_V4F()
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{
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#define OUTPUT_VERTEX(d) \
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{ \
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glTexCoord2fv (&tarr.t[(d) * 4]); \
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glVertex4fv (&tarr.v[(d) * 4]); \
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}
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#define OUTPUT_TRIANGLE(a, b, c) \
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{ \
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OUTPUT_VERTEX((a)); \
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OUTPUT_VERTEX((b)); \
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OUTPUT_VERTEX((c)); \
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}
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glBegin(GL_TRIANGLES);
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switch(tarr.elements) {
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case 3:
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OUTPUT_TRIANGLE(0, 2, 1);
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break;
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case 5:
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OUTPUT_TRIANGLE(0, 1, 4);
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OUTPUT_TRIANGLE(1, 3, 4);
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OUTPUT_TRIANGLE(1, 2, 3);
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break;
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case 8:
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OUTPUT_TRIANGLE(0, 6, 7);
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case 7:
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OUTPUT_TRIANGLE(0, 5, 6);
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case 6:
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OUTPUT_TRIANGLE(0, 4, 5);
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OUTPUT_TRIANGLE(0, 3, 4);
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case 4:
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OUTPUT_TRIANGLE(0, 2, 3);
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OUTPUT_TRIANGLE(0, 1, 2);
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break;
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default:
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fprintf(stderr, "DrawTriangles_T2F_V4F: tarr.elements = %d\n", tarr.elements);
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}
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glEnd();
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#undef OUTPUT_TRIANGLE
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#undef OUTPUT_VERTEX
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}
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static void DrawTriangles_C4UB_V4F()
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{
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#define OUTPUT_VERTEX(d) \
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{ \
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glColor4ubv (&tarr.c[(d) * 4]); \
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glVertex4fv (&tarr.v[(d) * 4]); \
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}
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#define OUTPUT_TRIANGLE(a, b, c) \
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{ \
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OUTPUT_VERTEX((a)); \
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OUTPUT_VERTEX((b)); \
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OUTPUT_VERTEX((c)); \
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}
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glBegin(GL_TRIANGLES);
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switch(tarr.elements) {
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case 3:
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OUTPUT_TRIANGLE(0, 2, 1);
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break;
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case 5:
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OUTPUT_TRIANGLE(0, 1, 4);
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OUTPUT_TRIANGLE(1, 3, 4);
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OUTPUT_TRIANGLE(1, 2, 3);
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break;
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case 8:
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OUTPUT_TRIANGLE(0, 6, 7);
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case 7:
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OUTPUT_TRIANGLE(0, 5, 6);
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case 6:
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OUTPUT_TRIANGLE(0, 4, 5);
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OUTPUT_TRIANGLE(0, 3, 4);
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case 4:
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OUTPUT_TRIANGLE(0, 2, 3);
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OUTPUT_TRIANGLE(0, 1, 2);
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break;
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default:
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fprintf(stderr, "DrawTriangles_C4UB_V4F: tarr.elements = %d\n", tarr.elements);
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}
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glEnd();
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#undef OUTPUT_TRIANGLE
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#undef OUTPUT_VERTEX
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}
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static void SelectPolygonBeginType(int points)
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{
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@ -355,6 +423,8 @@ void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDER
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texoffset = inputPolyPtr->PolyColour & ClrTxDefn;
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if (texoffset) {
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TextureHandle = (void *)ImageHeaderArray[texoffset].D3DTexture;
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CurrTextureHandle = TextureHandle;
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} else {
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TextureHandle = CurrTextureHandle;
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}
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@ -366,7 +436,6 @@ void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDER
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CheckBoundTextureIsCorrect(TextureHandle->id);
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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;
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@ -379,10 +448,10 @@ void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDER
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// if (s < 0.0 || t < 0.0 || s >= 1.0 || t >= 1.0)
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// fprintf(stderr, "HEY! s = %f, t = %f (%d, %d)\n", s, t, vertices->U, vertices->V);
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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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@ -394,29 +463,16 @@ void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDER
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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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x = (x - (float)ScreenDescriptorBlock.SDB_CentreX - 0.5f) / ((float)ScreenDescriptorBlock.SDB_CentreX - 0.5f);
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y = -(y - (float)ScreenDescriptorBlock.SDB_CentreY - 0.5f) / ((float)ScreenDescriptorBlock.SDB_CentreY - 0.5f);
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zvalue = vertices->Z+HeadUpDisplayZOffset;
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z = 1.0 - 2*ZNear/zvalue;
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#if 0
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glColor4ub(GammaValues[vertices->R], GammaValues[vertices->G], GammaValues[vertices->B], vertices->A);
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/* they both work. */
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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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#endif
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tarr.v[4*i+0] = x/rhw;
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tarr.v[4*i+1] = y/rhw;
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@ -431,12 +487,23 @@ void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDER
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tarr.c[4*i+2] = GammaValues[vertices->B];
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tarr.c[4*i+3] = vertices->A;
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}
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// glEnd();
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tarr.elements = RenderPolygon.NumberOfVertices;
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DrawTriangles_T2F_C4UB_V4F();
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CheckBoundTextureIsCorrect(0);
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CurrTextureHandle = TextureHandle;
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CheckTranslucencyModeIsCorrect(TRANSLUCENCY_GLOWING);
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for (i = 0; i < RenderPolygon.NumberOfVertices; i++) {
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RENDERVERTEX *vertices = &renderVerticesPtr[i];
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tarr.c[4*i+0] = GammaValues[vertices->SpecularR];
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tarr.c[4*i+1] = GammaValues[vertices->SpecularG];
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tarr.c[4*i+2] = GammaValues[vertices->SpecularB];
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tarr.c[4*i+3] = 255;
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}
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DrawTriangles_C4UB_V4F();
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}
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void D3D_SkyPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX *renderVerticesPtr)
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@ -447,7 +514,6 @@ void D3D_SkyPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX *renderVertice
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GLfloat ZNear;
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float RecipW, RecipH;
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ZNear = (GLfloat) (Global_VDB_Ptr->VDB_ClipZ * GlobalScale);
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texoffset = inputPolyPtr->PolyColour & ClrTxDefn;
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@ -464,7 +530,6 @@ void D3D_SkyPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX *renderVertice
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CheckBoundTextureIsCorrect(TextureHandle->id);
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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;
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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 1
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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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@ -503,18 +568,6 @@ void D3D_SkyPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX *renderVertice
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// z = 1.0 - 2*ZNear/zvalue;
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z = 1.0f;
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#if 0
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glColor4ub(vertices->R, vertices->G, vertices->B, vertices->A);
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/* they both work. */
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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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#endif
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tarr.v[4*i+0] = x/rhw;
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tarr.v[4*i+1] = y/rhw;
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tarr.v[4*i+2] = z/rhw;
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@ -528,7 +581,6 @@ void D3D_SkyPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX *renderVertice
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tarr.c[4*i+2] = vertices->B;
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tarr.c[4*i+3] = vertices->A;
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}
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// glEnd();
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tarr.elements = RenderPolygon.NumberOfVertices;
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DrawTriangles_T2F_C4UB_V4F();
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@ -570,7 +622,6 @@ void D3D_ZBufferedCloakedPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX *
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RecipH = 1.0f / height;
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}
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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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@ -588,7 +639,7 @@ void D3D_ZBufferedCloakedPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX *
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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 1
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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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@ -610,18 +661,6 @@ void D3D_ZBufferedCloakedPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX *
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zvalue = vertices->Z+HeadUpDisplayZOffset;
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z = 1.0 - 2*ZNear/zvalue;
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#if 0
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glColor4ub(vertices->R, vertices->G, vertices->B, vertices->A);
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/* they both work. */
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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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#endif
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tarr.v[4*i+0] = x/rhw;
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tarr.v[4*i+1] = y/rhw;
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tarr.v[4*i+2] = z/rhw;
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@ -635,7 +674,6 @@ void D3D_ZBufferedCloakedPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX *
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tarr.c[4*i+2] = vertices->B;
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tarr.c[4*i+3] = vertices->A;
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}
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// glEnd();
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tarr.elements = RenderPolygon.NumberOfVertices;
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DrawTriangles_T2F_C4UB_V4F();
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@ -655,7 +693,7 @@ void D3D_Decal_Output(DECAL *decalPtr, RENDERVERTEX *renderVerticesPtr)
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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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@ -723,7 +761,7 @@ void D3D_Decal_Output(DECAL *decalPtr, RENDERVERTEX *renderVerticesPtr)
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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 1
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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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@ -814,7 +852,7 @@ void D3D_Particle_Output(PARTICLE *particlePtr, RENDERVERTEX *renderVerticesPtr)
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g = (particlePtr->Colour >> 8) & 0xFF;
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b = (particlePtr->Colour >> 16) & 0xFF;
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a = (particlePtr->Colour >> 24) & 0xFF;
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glColor4ub(
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MUL_FIXED(intensity,r),
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MUL_FIXED(intensity,g),
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@ -843,7 +881,7 @@ void D3D_Particle_Output(PARTICLE *particlePtr, RENDERVERTEX *renderVerticesPtr)
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glColor4ub(FastRandom()&255, FastRandom()&255, FastRandom()&255, particleDescPtr->Alpha);
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}
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SelectPolygonBeginType(RenderPolygon.NumberOfVertices);
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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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@ -859,7 +897,7 @@ void D3D_Particle_Output(PARTICLE *particlePtr, RENDERVERTEX *renderVerticesPtr)
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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 1
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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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@ -880,22 +918,34 @@ void D3D_Particle_Output(PARTICLE *particlePtr, RENDERVERTEX *renderVerticesPtr)
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y = -(y - ScreenDescriptorBlock.SDB_CentreY)/ScreenDescriptorBlock.SDB_CentreY;
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if (particleDescPtr->IsDrawnInFront) {
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z = -1.0f;
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z = -0.999f; /* ... */
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} else if (particleDescPtr->IsDrawnAtBack) {
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z = 1.0f;
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z = 0.999f;
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} else {
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z = 1.0 - 2*ZNear/((float)vertices->Z); /* currently maps [ZNear, inf) to [-1, 1], probably could be more precise with a ZFar */
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z = 1.0 - 2.0*ZNear/((float)vertices->Z); /* currently maps [ZNear, inf) to [-1, 1], probably could be more precise with a ZFar */
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}
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#if 0
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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
|
||||
glTexCoord2f(s, t);
|
||||
glVertex4f(x/rhw, y/rhw, z/rhw, 1/rhw);
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
tarr.v[4*i+0] = x/rhw;
|
||||
tarr.v[4*i+1] = y/rhw;
|
||||
tarr.v[4*i+2] = z/rhw;
|
||||
tarr.v[4*i+3] = 1/rhw;
|
||||
|
||||
tarr.t[4*i+0] = s;
|
||||
tarr.t[4*i+1] = t;
|
||||
}
|
||||
glEnd();
|
||||
// glEnd();
|
||||
|
||||
tarr.elements = RenderPolygon.NumberOfVertices;
|
||||
DrawTriangles_T2F_V4F();
|
||||
}
|
||||
|
||||
void D3D_PredatorThermalVisionPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX *renderVerticesPtr)
|
||||
|
@ -917,7 +967,7 @@ void D3D_PredatorThermalVisionPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVER
|
|||
|
||||
x1 = (vertices->X*(Global_VDB_Ptr->VDB_ProjX+1))/vertices->Z+Global_VDB_Ptr->VDB_CentreX;
|
||||
y1 = (vertices->Y*(Global_VDB_Ptr->VDB_ProjY+1))/vertices->Z+Global_VDB_Ptr->VDB_CentreY;
|
||||
#if 0
|
||||
#if 1
|
||||
if (x1<Global_VDB_Ptr->VDB_ClipLeft) {
|
||||
x1=Global_VDB_Ptr->VDB_ClipLeft;
|
||||
} else if (x1>Global_VDB_Ptr->VDB_ClipRight) {
|
||||
|
@ -972,7 +1022,7 @@ void D3D_ZBufferedGouraudPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX *
|
|||
|
||||
x1 = (vertices->X*(Global_VDB_Ptr->VDB_ProjX+1))/vertices->Z+Global_VDB_Ptr->VDB_CentreX;
|
||||
y1 = (vertices->Y*(Global_VDB_Ptr->VDB_ProjY+1))/vertices->Z+Global_VDB_Ptr->VDB_CentreY;
|
||||
#if 0
|
||||
#if 1
|
||||
if (x1<Global_VDB_Ptr->VDB_ClipLeft) {
|
||||
x1=Global_VDB_Ptr->VDB_ClipLeft;
|
||||
} else if (x1>Global_VDB_Ptr->VDB_ClipRight) {
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue