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OpenGL remove HOMs
Removes HOMs from OpenGL. This also seems to have made skyboxes not draw ontop of everything else on Intel GPU's.
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1 changed files with 10 additions and 1 deletions
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@ -4610,6 +4610,15 @@ void HWR_RenderPlayerView(INT32 viewnumber, player_t *player)
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const boolean skybox = (skyboxmo[0] && cv_skybox.value); // True if there's a skybox object and skyboxes are on
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const boolean skybox = (skyboxmo[0] && cv_skybox.value); // True if there's a skybox object and skyboxes are on
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FRGBAFloat ClearColor;
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ClearColor.red = 0.0f;
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ClearColor.green = 0.0f;
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ClearColor.blue = 0.0f;
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ClearColor.alpha = 1.0f;
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HWD.pfnClearBuffer(true, false, &ClearColor); // Clear the Color Buffer, stops HOMs. Also seems to fix the skybox issue on Intel GPUs.
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if (skybox && drawsky) // If there's a skybox and we should be drawing the sky, draw the skybox
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if (skybox && drawsky) // If there's a skybox and we should be drawing the sky, draw the skybox
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HWR_RenderSkyboxView(viewnumber, player); // This is drawn before everything else so it is placed behind
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HWR_RenderSkyboxView(viewnumber, player); // This is drawn before everything else so it is placed behind
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@ -4685,7 +4694,7 @@ void HWR_RenderPlayerView(INT32 viewnumber, player_t *player)
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gr_fovlud = (float)(1.0l/tan((double)(fpov*M_PIl/360l)));
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gr_fovlud = (float)(1.0l/tan((double)(fpov*M_PIl/360l)));
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//------------------------------------------------------------------------
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//------------------------------------------------------------------------
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HWR_ClearView();
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HWR_ClearView(); // Clears the depth buffer and resets the view I believe
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if (0)
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if (0)
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{ // I don't think this is ever used.
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{ // I don't think this is ever used.
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