Fixed FPU assembly. (fistp is 16bit, fistpl is 32bit)
Game displays now.
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parent
45cf2eb3a1
commit
ea2f8c4527
5 changed files with 64 additions and 27 deletions
2
Makefile
2
Makefile
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@ -3,7 +3,7 @@ NASM = nasm
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CFLAGS = -g -Wall -pipe -O2 -Dengine=1 -I. -Iinclude -Iwin95 -Iavp -Iavp/win95 -Iavp/support -Iavp/win95/frontend -Iavp/win95/gadgets
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CFLAGS = -g -Wall -pipe -O2 -Dengine=1 -I. -Iinclude -Iwin95 -Iavp -Iavp/win95 -Iavp/support -Iavp/win95/frontend -Iavp/win95/gadgets
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CXXFLAGS = $(CFLAGS)
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CXXFLAGS = $(CFLAGS)
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LDLIBS = -lm # /home/relnev/ElectricFence-2.2.2/libefence.a
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LDLIBS = -lm
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CFLAGS += `sdl-config --cflags`
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CFLAGS += `sdl-config --cflags`
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LDLIBS += -L/usr/X11R6/lib -lX11 -lXext -lGL `sdl-config --libs`
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LDLIBS += -L/usr/X11R6/lib -lX11 -lXext -lGL `sdl-config --libs`
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12
src/main.c
12
src/main.c
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@ -39,6 +39,7 @@ int InitialiseWindowsSystem()
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{
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{
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ScanDrawMode = ScanDrawD3DHardwareRGB;
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ScanDrawMode = ScanDrawD3DHardwareRGB;
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#if 1
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if (SDL_Init(SDL_INIT_VIDEO) < 0) {
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if (SDL_Init(SDL_INIT_VIDEO) < 0) {
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fprintf(stderr, "SDL Init failed: %s\n", SDL_GetError());
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fprintf(stderr, "SDL Init failed: %s\n", SDL_GetError());
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exit(EXIT_FAILURE);
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exit(EXIT_FAILURE);
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@ -65,7 +66,7 @@ int InitialiseWindowsSystem()
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glEnable(GL_BLEND);
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glEnable(GL_BLEND);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_DEPTH_TEST);
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#endif
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return 0;
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return 0;
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}
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}
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@ -109,6 +110,7 @@ static void handle_keypress(int keysym, int press)
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void CheckForWindowsMessages()
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void CheckForWindowsMessages()
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{
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{
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#if 1
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SDL_Event event;
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SDL_Event event;
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GotAnyKey = 0;
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GotAnyKey = 0;
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@ -131,18 +133,23 @@ void CheckForWindowsMessages()
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}
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}
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} while (SDL_PollEvent(&event));
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} while (SDL_PollEvent(&event));
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}
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}
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#endif
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}
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}
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void InGameFlipBuffers()
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void InGameFlipBuffers()
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{
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{
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#if 1
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SDL_GL_SwapBuffers();
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SDL_GL_SwapBuffers();
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#endif
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}
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}
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void ThisFramesRenderingHasBegun()
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void ThisFramesRenderingHasBegun()
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{
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{
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fprintf(stderr, "ThisFramesRenderingHasBegun()\n");
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fprintf(stderr, "ThisFramesRenderingHasBegun()\n");
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#if 1
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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#endif
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}
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}
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void ThisFramesRenderingHasFinished()
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void ThisFramesRenderingHasFinished()
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@ -152,8 +159,9 @@ void ThisFramesRenderingHasFinished()
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int ExitWindowsSystem()
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int ExitWindowsSystem()
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{
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{
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#if 1
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SDL_Quit();
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SDL_Quit();
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#endif
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return 0;
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return 0;
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}
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}
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@ -20,8 +20,10 @@ int WideMulNarrowDiv(int a, int b, int c);
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void RotateVector_ASM(VECTORCH *v, MATRIXCH *m);
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void RotateVector_ASM(VECTORCH *v, MATRIXCH *m);
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void RotateAndCopyVector_ASM(VECTORCH *v1, VECTORCH *v2, MATRIXCH *m);
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void RotateAndCopyVector_ASM(VECTORCH *v1, VECTORCH *v2, MATRIXCH *m);
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#if 0
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int FloatToInt(float);
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int FloatToInt(float);
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#define f2i(a, b) { a = FloatToInt(b); }
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#define f2i(a, b) { a = FloatToInt(b); }
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#endif
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void ADD_LL(LONGLONGCH *a, LONGLONGCH *b, LONGLONGCH *c)
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void ADD_LL(LONGLONGCH *a, LONGLONGCH *b, LONGLONGCH *c)
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{
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{
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@ -568,9 +570,9 @@ int SqRoot32(int A)
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*/
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*/
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__asm__("finit \n\t"
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__asm__("finit \n\t"
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"fild sqrt_temp1 \n\t"
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"fildl sqrt_temp1 \n\t"
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"fsqrt \n\t"
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"fsqrt \n\t"
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"fistp sqrt_temp2 \n\t"
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"fistpl sqrt_temp2 \n\t"
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"fwait \n\t"
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"fwait \n\t"
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:
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:
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:
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:
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@ -600,6 +602,21 @@ __asm__("finit \n\t"
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extern float fti_fptmp;
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extern float fti_fptmp;
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extern int fti_itmp;
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extern int fti_itmp;
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void FloatToInt()
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{
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#if 1
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__asm__("fld fti_fptmp \n\t"
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"fistpl fti_itmp \n\t"
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:
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:
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: "memory", "cc"
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);
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#else
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fti_itmp = (int)fti_fptmp;
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#endif
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}
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#if 0
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int FloatToInt(float fptmp)
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int FloatToInt(float fptmp)
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{
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{
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#if 1
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#if 1
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@ -623,6 +640,7 @@ __asm__("fld fti_fptmp \n\t"
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return fptmp;
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return fptmp;
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#endif
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#endif
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}
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}
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#endif
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void TranslatePoint(float *source, float *dest, float *matrix)
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void TranslatePoint(float *source, float *dest, float *matrix)
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{
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{
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29
src/opengl.c
29
src/opengl.c
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@ -27,6 +27,7 @@ static void *CurrTextureHandle;
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void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX *renderVerticesPtr)
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void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX *renderVerticesPtr)
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{
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{
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#if 1
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int texoffset;
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int texoffset;
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void *TextureHandle;
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void *TextureHandle;
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int i;
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int i;
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@ -41,9 +42,9 @@ void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDER
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TextureHandle = CurrTextureHandle;
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TextureHandle = CurrTextureHandle;
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}
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}
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fprintf(stderr, "D3D_ZBufferedGouraudTexturedPolygon_Output(%p, %p)\n", inputPolyPtr, renderVerticesPtr);
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// fprintf(stderr, "D3D_ZBufferedGouraudTexturedPolygon_Output(%p, %p)\n", inputPolyPtr, renderVerticesPtr);
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fprintf(stderr, "\tRenderPolygon.NumberOfVertices = %d\n", RenderPolygon.NumberOfVertices);
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// fprintf(stderr, "\tRenderPolygon.NumberOfVertices = %d\n", RenderPolygon.NumberOfVertices);
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fprintf(stderr, "\ttexoffset = %d (ptr = %p)\n", texoffset, texoffset ? (void *)ImageHeaderArray[texoffset].D3DHandle : CurrTextureHandle);
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// fprintf(stderr, "\ttexoffset = %d (ptr = %p)\n", texoffset, texoffset ? (void *)ImageHeaderArray[texoffset].D3DHandle : CurrTextureHandle);
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switch(RenderPolygon.TranslucencyMode)
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switch(RenderPolygon.TranslucencyMode)
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{
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{
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@ -81,35 +82,23 @@ switch(RenderPolygon.TranslucencyMode)
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/* this is just random garbage */
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/* this is just random garbage */
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x1 = (vertices->X*(Global_VDB_Ptr->VDB_ProjX+1))/vertices->Z+Global_VDB_Ptr->VDB_CentreX;
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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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y1 = (vertices->Y*(Global_VDB_Ptr->VDB_ProjY+1))/vertices->Z+Global_VDB_Ptr->VDB_CentreY;
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// x = vertices->X;
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// y = vertices->Y;
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x = x1;
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x = x1;
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y = y1;
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y = y1;
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// x = x/32768.0;
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x = (x - 320.0)/320.0;
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// y = y/32768.0;
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y = -(y - 240.0)/240.0;
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// x = (x - 32768.0)/32768.0;
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// y = (y - 32768.0)/32768.0;
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x = (x - 320.0)/320.0;
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y = (y - 240.0)/240.0;
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// z = vertices->Z*16;
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// z = -z/65536;
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zvalue = 65536 - vertices->Z+HeadUpDisplayZOffset;
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zvalue = 65536 - vertices->Z+HeadUpDisplayZOffset;
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zvalue = 1.0 - ZNear/zvalue;
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zvalue = 1.0 - ZNear/zvalue;
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z = -zvalue;
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z = -zvalue;
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// x *= 16.0;
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// y *= 16.0;
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// z *= 16.0;
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glColor4ub(vertices->R, vertices->G, vertices->B, vertices->A);
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glColor4ub(vertices->R, vertices->G, vertices->B, vertices->A);
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glVertex3f(x, y, z);
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glVertex3f(x, y, z);
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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);
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// 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);
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fprintf(stderr, "znear = %f, zvalue = %f, z = %f\n", ZNear, zvalue, z);
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// fprintf(stderr, "znear = %f, zvalue = %f, z = %f\n", ZNear, zvalue, z);
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}
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}
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glEnd();
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glEnd();
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CurrTextureHandle = TextureHandle;
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CurrTextureHandle = TextureHandle;
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#endif
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}
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}
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@ -1132,8 +1132,20 @@ int WideMulNarrowDiv(int a, int b, int c);
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void RotateVector_ASM(VECTORCH *v, MATRIXCH *m);
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void RotateVector_ASM(VECTORCH *v, MATRIXCH *m);
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void RotateAndCopyVector_ASM(VECTORCH *v1, VECTORCH *v2, MATRIXCH *m);
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void RotateAndCopyVector_ASM(VECTORCH *v1, VECTORCH *v2, MATRIXCH *m);
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/*
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int FloatToInt(float);
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int FloatToInt(float);
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#define f2i(a, b) { a = FloatToInt(b); }
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#define f2i(a, b) { a = FloatToInt(b); }
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*/
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int SqRoot32(int A);
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void FloatToInt();
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extern float fti_fptmp;
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extern int fti_itmp;
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#define f2i(a, b) { \
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fti_fptmp = (b); \
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FloatToInt(); \
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a = fti_itmp;}
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#else /* inline stuff */
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#else /* inline stuff */
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a = FloatToInt(b); \
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a = FloatToInt(b); \
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}
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}
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#if 0
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int SqRoot32(int A);
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void FloatToInt();
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#define f2i(a, b) { \
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fti_fptmp = (b); \
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FloatToInt(); \
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a = fti_itmp;}
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#endif
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#endif
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#endif
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#endif
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#endif
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