Fixed FPU assembly. (fistp is 16bit, fistpl is 32bit)

Game displays now.
This commit is contained in:
Steven Fuller 2001-08-09 06:23:42 +00:00 committed by Patryk Obara
parent 45cf2eb3a1
commit ea2f8c4527
5 changed files with 64 additions and 27 deletions

View file

@ -27,6 +27,7 @@ static void *CurrTextureHandle;
void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX *renderVerticesPtr)
{
#if 1
int texoffset;
void *TextureHandle;
int i;
@ -41,9 +42,9 @@ void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDER
TextureHandle = CurrTextureHandle;
}
fprintf(stderr, "D3D_ZBufferedGouraudTexturedPolygon_Output(%p, %p)\n", inputPolyPtr, renderVerticesPtr);
fprintf(stderr, "\tRenderPolygon.NumberOfVertices = %d\n", RenderPolygon.NumberOfVertices);
fprintf(stderr, "\ttexoffset = %d (ptr = %p)\n", texoffset, texoffset ? (void *)ImageHeaderArray[texoffset].D3DHandle : CurrTextureHandle);
// fprintf(stderr, "D3D_ZBufferedGouraudTexturedPolygon_Output(%p, %p)\n", inputPolyPtr, renderVerticesPtr);
// fprintf(stderr, "\tRenderPolygon.NumberOfVertices = %d\n", RenderPolygon.NumberOfVertices);
// fprintf(stderr, "\ttexoffset = %d (ptr = %p)\n", texoffset, texoffset ? (void *)ImageHeaderArray[texoffset].D3DHandle : CurrTextureHandle);
switch(RenderPolygon.TranslucencyMode)
{
@ -81,35 +82,23 @@ switch(RenderPolygon.TranslucencyMode)
/* this is just random garbage */
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;
// x = vertices->X;
// y = vertices->Y;
x = x1;
y = y1;
// x = x/32768.0;
// y = y/32768.0;
// x = (x - 32768.0)/32768.0;
// y = (y - 32768.0)/32768.0;
x = (x - 320.0)/320.0;
y = (y - 240.0)/240.0;
x = (x - 320.0)/320.0;
y = -(y - 240.0)/240.0;
// z = vertices->Z*16;
// z = -z/65536;
zvalue = 65536 - vertices->Z+HeadUpDisplayZOffset;
zvalue = 1.0 - ZNear/zvalue;
z = -zvalue;
// x *= 16.0;
// y *= 16.0;
// z *= 16.0;
glColor4ub(vertices->R, vertices->G, vertices->B, vertices->A);
glVertex3f(x, y, z);
fprintf(stderr, "Vertex %d: (%f, %f, %f)\n\t[%d, %d, %d]->[%d, %d] (%d, %d, %d, %d)\n", i, x, y, z, vertices->X, vertices->Y, vertices->Z, x1, y1, vertices->R, vertices->G, vertices->B, vertices->A);
fprintf(stderr, "znear = %f, zvalue = %f, z = %f\n", ZNear, zvalue, z);
// fprintf(stderr, "Vertex %d: (%f, %f, %f)\n\t[%d, %d, %d]->[%d, %d] (%d, %d, %d, %d)\n", i, x, y, z, vertices->X, vertices->Y, vertices->Z, x1, y1, vertices->R, vertices->G, vertices->B, vertices->A);
// fprintf(stderr, "znear = %f, zvalue = %f, z = %f\n", ZNear, zvalue, z);
}
glEnd();
CurrTextureHandle = TextureHandle;
#endif
}