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https://git.do.srb2.org/STJr/SRB2.git
synced 2024-12-03 09:42:45 +00:00
More hw_md2 merge errors; re-enable interpolation code block
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65543545c6
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1 changed files with 5 additions and 25 deletions
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@ -815,13 +815,11 @@ static void HWR_CreateBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch,
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return;
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}
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static void HWR_GetBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, INT32 skinnum, const UINT8 *colormap, skincolors_t color)
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static void HWR_GetBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, const UINT8 *colormap, skincolors_t color)
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{
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// mostly copied from HWR_GetMappedPatch, hence the similarities and comment
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GLMipmap_t *grmip, *newmip;
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(void)skinnum;
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if (colormap == colormaps || colormap == NULL)
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{
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// Don't do any blending
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@ -1008,25 +1006,7 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
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md2->blendgrpatch && ((GLPatch_t *)md2->blendgrpatch)->mipmap.grInfo.format
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&& gpatch->width == ((GLPatch_t *)md2->blendgrpatch)->width && gpatch->height == ((GLPatch_t *)md2->blendgrpatch)->height)
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{
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INT32 skinnum;
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if ((spr->mobj->flags & MF_BOSS) && (spr->mobj->flags2 & MF2_FRET) && (leveltime & 1)) // Bosses "flash"
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{
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if (spr->mobj->type == MT_CYBRAKDEMON)
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skinnum = TC_ALLWHITE;
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else if (spr->mobj->type == MT_METALSONIC_BATTLE)
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skinnum = TC_METALSONIC;
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else
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skinnum = TC_BOSS;
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}
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else if (spr->mobj->color)
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{
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if (spr->mobj->skin && spr->mobj->sprite == SPR_PLAY)
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{
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skinnum = (INT32)((skin_t*)spr->mobj->skin-skins);
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}
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else skinnum = TC_DEFAULT;
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}
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HWR_GetBlendedTexture(gpatch, (GLPatch_t *)md2->blendgrpatch, skinnum, spr->colormap, (skincolors_t)spr->mobj->color);
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HWR_GetBlendedTexture(gpatch, (GLPatch_t *)md2->blendgrpatch, spr->colormap, (skincolors_t)spr->mobj->color);
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}
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else
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{
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@ -1050,7 +1030,7 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
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//FIXME: this is not yet correct
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frame = (spr->mobj->frame & FF_FRAMEMASK) % md2->model->meshes[0].numFrames;
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#if 0
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if (cv_grmd2.value == 1 && tics <= durs)
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{
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// frames are handled differently for states with FF_ANIMATE, so get the next frame differently for the interpolation
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@ -1064,14 +1044,14 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
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}
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else
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{
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if (spr->mobj->state->nextstate != S_NULL && states[spr->mobj->state->nextstate].sprite != SPR_NULL)
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if (spr->mobj->state->nextstate != S_NULL && states[spr->mobj->state->nextstate].sprite != SPR_NULL
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&& !(spr->mobj->player && (spr->mobj->state->nextstate == S_PLAY_TAP1 || spr->mobj->state->nextstate == S_PLAY_TAP2) && spr->mobj->state == &states[S_PLAY_STND]))
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{
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const UINT32 nextframe = (states[spr->mobj->state->nextstate].frame & FF_FRAMEMASK) % md2->model->header.numFrames;
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next = &md2->model->frames[nextframe];
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}
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}
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}
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#endif
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//Hurdler: it seems there is still a small problem with mobj angle
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p.x = FIXED_TO_FLOAT(spr->mobj->x);
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