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Rendering fixes ahoy!
- Fix squished sky in Software 3P/4P - Fix reversed sky in OpenGL Mirror Mode - Fix MD2 culling in Mirror Mode
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4 changed files with 20 additions and 9 deletions
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@ -5433,9 +5433,14 @@ static void HWR_DrawSkyBackground(player_t *player)
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// The only time this will probably be an issue is when a sky wider than 1024 is used as a sky AND a regular wall texture
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angle = (dup_viewangle + gr_xtoviewangle[0]);
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dimensionmultiply = ((float)textures[skytexture]->width/256.0f);
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if (atransform.mirror)
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{
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angle = InvAngle(angle);
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dimensionmultiply *= -1;
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}
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v[0].sow = v[3].sow = ((float) angle / ((ANGLE_90-1)*dimensionmultiply));
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v[2].sow = v[1].sow = (-1.0f/dimensionmultiply)+((float) angle / ((ANGLE_90-1)*dimensionmultiply));
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@ -1523,6 +1523,7 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
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finalscale *= FIXED_TO_FLOAT(spr->mobj->scale);
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p.flip = atransform.flip;
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p.mirror = atransform.mirror;
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HWD.pfnDrawMD2i(buff, curr, durs, tics, next, &p, finalscale, flip, color);
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}
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@ -1874,13 +1874,15 @@ static void DrawMD2Ex(INT32 *gl_cmd_buffer, md2_frame_t *frame, INT32 duration,
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pglEnable(GL_CULL_FACE);
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// pos->flip is if the screen is flipped too
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if (flipped != pos->flip) // If either are active, but not both, invert the model's culling
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// flipped is if the object is flipped
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// pos->flip is if the screen is flipped vertically
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// pos->mirror is if the screen is flipped horizontally
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// XOR all the flips together to figure out what culling to use!
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{
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boolean reversecull = (flipped ^ pos->flip ^ pos->mirror);
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if (reversecull)
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pglCullFace(GL_FRONT);
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}
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else
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{
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pglCullFace(GL_BACK);
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}
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@ -80,5 +80,8 @@ void R_SetupSkyDraw(void)
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void R_SetSkyScale(void)
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{
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fixed_t difference = vid.fdupx-(vid.dupx<<FRACBITS);
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skyscale = FixedDiv(FRACUNIT, vid.fdupx+difference);
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fixed_t scr = FRACUNIT;
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if (splitscreen > 1)
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scr *= 2;
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skyscale = FixedDiv(scr, vid.fdupx+difference);
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}
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