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Fix floating point comparisons
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parent
1249f37fc5
commit
1654aa34c5
2 changed files with 7 additions and 3 deletions
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@ -412,7 +412,9 @@ void GenerateVertexNormals(model_t *model)
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testY = *testPtr++;
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testZ = *testPtr++;
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if (x != testX || y != testY || z != testZ)
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if (fabsf(x - testX) > FLT_EPSILON
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|| fabsf(y - testY) > FLT_EPSILON
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|| fabsf(z - testZ) > FLT_EPSILON)
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continue;
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// Found a vertex match! Add it...
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@ -964,7 +964,7 @@ EXPORT void HWRAPI(Draw2DLine) (F2DCoord * v1,
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c.alpha = byte2float[Color.s.alpha];
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// This is the preferred, 'modern' way of rendering lines -- creating a polygon.
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if (v2->x != v1->x)
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if (fabsf(v2->x - v1->x) > FLT_EPSILON)
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angle = (float)atan((v2->y-v1->y)/(v2->x-v1->x));
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else
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angle = (float)N_PI_DEMI;
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@ -1770,7 +1770,7 @@ static void DrawModelEx(model_t *model, INT32 frameIndex, INT32 duration, INT32
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if (nextFrameIndex != -1)
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nextframe = &mesh->tinyframes[nextFrameIndex % mesh->numFrames];
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if (!nextframe || pol == 0.0f)
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if (!nextframe || fpclassify(pol) == FP_ZERO)
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{
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pglVertexPointer(3, GL_SHORT, 0, frame->vertices);
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pglNormalPointer(GL_BYTE, 0, frame->normals);
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@ -2151,6 +2151,8 @@ EXPORT void HWRAPI(DoScreenWipe)(float alpha)
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INT32 fademaskdownloaded = tex_downloaded; // the fade mask that has been set
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(void)alpha;
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// Use a power of two texture, dammit
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if(screen_width <= 1024)
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texsize = 1024;
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