fix for alternate viewports.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@102 fc73d0e0-1445-4013-8a0c-d673dee63da5
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1 changed files with 8 additions and 10 deletions
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@ -24,12 +24,11 @@ This would probably be faster if it wasn't written in cpp.
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the fact that it uses wrapper functions to call methods in a class could be a reasonable hit in speed.
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*/
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#include "bothdefs.h" //our always-present config file
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#ifdef AVAIL_DX7
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//#define BUGGYMULTITEXTURE //FIXME: we get wierd effects. LM texture coords appear to be set to Normal Texture
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h>
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@ -1444,8 +1443,9 @@ private:
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{
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char errStr[100];
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qD3DXGetErrorString(hr, 100, errStr );
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MessageBox(NULL,errStr,"D3DX Error",MB_OK);
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LocalDebugBreak();
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Con_Printf("%s\n", errStr);
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// MessageBox(NULL,errStr,"D3DX Error",MB_OK);
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// LocalDebugBreak();
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}
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#ifdef USE_D3DFRAME
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@ -1734,10 +1734,6 @@ public:
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// than we need.
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int maxStages = deviceCaps.wMaxTextureBlendStages;
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#ifdef BUGGYMULTITEXTURE
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maxStages=1;
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#endif
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if ( maxStages > 2 ){
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maxStages = 2;
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}
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@ -1779,11 +1775,13 @@ public:
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void glBegin (GLenum mode){
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if ( m_needBeginScene ){
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m_needBeginScene = false;
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HRESULT hr = m_pD3DDev->BeginScene();
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if ( FAILED(hr) ) {
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InterpretError(hr);
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return;
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}
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else
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m_needBeginScene = false;
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}
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#if 0
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