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[sw] Disable water warp when doing fisheye
The two aren't compatible (but warping might be doable in the fisheye code). The whole frame setup code needs a rework, and really, even the buffer handling.
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1 changed files with 8 additions and 3 deletions
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@ -198,6 +198,13 @@ R_SetupFrame (void)
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r_dowarp = r_waterwarp->int_val && (r_refdef.viewleaf->contents <=
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CONTENTS_WATER);
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if (scr_fisheye->int_val) {
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//FIXME this shouldn't be necessary, but warp doesn't work well in
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//fisheye, aand allowing the non-warp code to mess with vrect messes
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//things up for the cube map rendering. This whole frame setup path
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//needs to be redesigned
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r_dowarp = r_viewchanged = 0;
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}
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if ((r_dowarp != r_dowarpold) || r_viewchanged) {
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if (r_dowarp) {
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if ((vid.width <= WARP_WIDTH)
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@ -233,9 +240,7 @@ R_SetupFrame (void)
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(h / (float) vid.height)));
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R_ViewChanged ();
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}
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} else if (!scr_fisheye->int_val) {
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//FIXME the above test shouldn't be necessary (this whole section
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//is a bit of a mess, though)
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} else {
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r_refdef.vrect.x = vr_data.scr_view->xpos;
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r_refdef.vrect.y = vr_data.scr_view->ypos;
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r_refdef.vrect.width = vr_data.scr_view->xlen;
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