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Fix blocky rendering issue (and hopefully a crash too)
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20abf08dd0
commit
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3 changed files with 5 additions and 4 deletions
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@ -1,8 +1,8 @@
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<?xml version="1.0" encoding="utf-8"?>
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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package="com.drbeef.doom3quest"
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android:versionCode="21"
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android:versionName="1.1.4" android:installLocation="auto" >
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android:versionCode="22"
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android:versionName="1.1.5" android:installLocation="auto" >
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<!-- Tell the system this app requires OpenGL ES 3.1. -->
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<uses-feature android:glEsVersion="0x00030001" android:required="true"/>
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@ -41,7 +41,7 @@ If you have questions concerning this license or the applicable additional terms
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#define GAME_NAME "Doom3Quest" // appears on window titles and errors
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#endif
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#define ENGINE_VERSION "Doom3Quest 1.1.4" // printed in console
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#define ENGINE_VERSION "Doom3Quest 1.1.5" // printed in console
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#ifdef ID_REPRODUCIBLE_BUILD
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// for reproducible builds we hardcode values that would otherwise come from __DATE__ and __TIME__
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@ -611,7 +611,8 @@ GLuint RB_CalculateProjection(const drawSurf_t * const surf) {
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GLuint result = NORMAL_PROJECTION;
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if ( surf->space->weaponDepthHack ) {
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result = WEAPON_PROJECTION;
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} else if ( surf->space->modelDepthHack != 0.0 ) {
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} else if ( surf->space->modelDepthHack > 0.0 &&
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surf->space->modelDepthHack <= 1.0 ) {
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result = DEPTH_HACK_PROJECTION + (GLuint)(surf->space->modelDepthHack * (float)NUM_DEPTH_HACK_PROJECTIONS);
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} else if (
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//Is this set up as an orthographic projection?
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