mirror of
https://github.com/DrBeef/ioq3quest.git
synced 2024-11-21 19:41:17 +00:00
Several fixes
- HUD no longer has a slight weird transparency which made it a little hard to read in some scenarios - HUD models draw correctly and clearly in the correct locations - Vignette fix - Railgun Scope fix
This commit is contained in:
parent
443a3657f2
commit
c808c877f3
10 changed files with 68 additions and 37 deletions
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@ -2,8 +2,8 @@
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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package="com.drbeef.ioq3quest"
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android:installLocation="preferExternal"
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android:versionCode="40"
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android:versionName="0.28.0">
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android:versionCode="41"
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android:versionName="0.29.2">
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<uses-feature android:name="android.hardware.vr.headtracking" android:version="1" android:required="true" />
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<uses-feature android:glEsVersion="0x00030001" />
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<!-- <uses-feature android:name="oculus.software.overlay_keyboard" android:required="false"/>-->
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Binary file not shown.
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@ -2647,10 +2647,10 @@ static void CG_DrawVignette( void )
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/*
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=================
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CG_Draw2D
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CG_DrawHUD2D - Draw 2D elements always intended for the in-world HUD
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=================
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*/
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static void CG_Draw2D()
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static void CG_DrawHUD2D()
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{
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#ifdef MISSIONPACK
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if (cgs.orderPending && cg.time > cgs.orderTime) {
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@ -2671,24 +2671,14 @@ static void CG_Draw2D()
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return;
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}
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/*
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if (cg.cameraMode) {
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return;
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}
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*/
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if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_SPECTATOR ) {
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CG_DrawSpectator();
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// if(stereoFrame == STEREO_CENTER)
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// CG_DrawCrosshair();
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CG_DrawCrosshairNames();
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} else {
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// don't draw any status if dead or the scoreboard is being explicitly shown
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if ( !cg.showScores && cg.snap->ps.stats[STAT_HEALTH] > 0 ) {
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CG_DrawVignette();
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// If weapon selector is active, check whether draw HUD
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if (cg.weaponSelectorTime != 0 && trap_Cvar_VariableValue("vr_weaponSelectorWithHud") == 0) {
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return;
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@ -2709,10 +2699,6 @@ static void CG_Draw2D()
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CG_DrawProxWarning();
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#endif
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if(vr->weapon_zoomed) {
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CG_DrawWeapReticle();
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}
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CG_DrawCrosshairNames();
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CG_DrawWeaponSelect();
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@ -2760,6 +2746,37 @@ static void CG_Draw2D()
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}
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}
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/*
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=================
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CG_DrawScreen2D - Draws 2D elements always intended for the screen
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=================
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*/
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static void CG_DrawScreen2D()
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{
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// if we are taking a levelshot for the menu, don't draw anything
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if ( cg.levelShot ) {
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return;
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}
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if ( cg_draw2D.integer == 0 ) {
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return;
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}
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if ( cg.snap->ps.pm_type == PM_INTERMISSION ) {
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return;
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}
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if ( cg.snap->ps.persistant[PERS_TEAM] != TEAM_SPECTATOR &&
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!cg.showScores && cg.snap->ps.stats[STAT_HEALTH] > 0 ) {
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CG_DrawVignette();
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if(vr->weapon_zoomed) {
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CG_DrawWeapReticle();
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}
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}
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}
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//
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// HACK HACK HACK
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@ -2897,7 +2914,7 @@ void CG_DrawActive( void ) {
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memset(&ent, 0, sizeof(ent));
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ent.reType = RT_SPRITE;
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ent.renderfx = RF_DEPTHHACK;
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ent.renderfx = RF_DEPTHHACK | RF_FIRST_PERSON;
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VectorCopy(endpos, ent.origin);
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@ -2918,9 +2935,12 @@ void CG_DrawActive( void ) {
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trap_R_HUDBufferStart();
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// draw status bar and other floating elements
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CG_Draw2D();
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CG_DrawHUD2D();
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trap_R_HUDBufferEnd();
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//Now draw the screen 2D stuff
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CG_DrawScreen2D();
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}
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CG_EmptySceneHackHackHack();
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@ -54,9 +54,9 @@ void CG_AdjustFrom640( float *x, float *y, float *w, float *h )
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*y *= cgs.screenYScale;
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if (hudflags & HUD_FLAGS_DRAWMODEL)
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{
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*w *= (cgs.screenXScale * 2.0f);
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*w *= (cgs.screenXScale * 4.0f);
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*x -= (*w / 3);
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*h *= (cgs.screenYScale * 2.0f);
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*h *= (cgs.screenYScale * 4.0f);
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*y -= (*h / 3);
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}
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else
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@ -1771,6 +1771,7 @@ const void* RB_HUDBuffer( const void* data ) {
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if (cmd->start && tr.renderFbo->frameBuffer != tr.hudFbo->frameBuffer)
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{
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glState.isDrawingHUD = qtrue;
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//keep record of current render fbo and switch to the hud buffer
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tr.backupFrameBuffer = tr.renderFbo->frameBuffer;
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tr.renderFbo->frameBuffer = tr.hudFbo->frameBuffer;
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@ -1790,11 +1791,12 @@ const void* RB_HUDBuffer( const void* data ) {
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ri.Error( "Error binding Framebuffer: %i\n", result );
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}
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qglClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
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qglClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
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qglClear( GL_COLOR_BUFFER_BIT );
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}
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else if (tr.renderFbo->frameBuffer == tr.hudFbo->frameBuffer)
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{
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glState.isDrawingHUD = qfalse;
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//restore the true render fbo
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tr.renderFbo->frameBuffer = tr.backupFrameBuffer;
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GL_BindFramebuffer(GL_FRAMEBUFFER, tr.renderFbo->frameBuffer);
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@ -67,9 +67,9 @@ typedef struct uniformInfo_s
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uniformInfo_t;
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typedef enum {
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// STEREO_ORTHO_PROJECTION, // An orthographic projection with slight stereo view matrix
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HUD_ORTHO_PROJECTION, // Orthographic projection and no stereo view
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VR_PROJECTION,
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MONO_VR_PROJECTION,
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PROJECTION_COUNT
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} projection_t;
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@ -185,7 +185,7 @@ glslPrintLog_t;
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GLSL_ViewMatricesUniformBuffer
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====================
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*/
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static void GLSL_ViewMatricesUniformBuffer(const float value[32]) {
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static void GLSL_ViewMatricesUniformBuffer(const float eyeView[32], const float modelView[32]) {
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for (int i = 0; i < PROJECTION_COUNT; ++i)
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{
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@ -211,9 +211,16 @@ static void GLSL_ViewMatricesUniformBuffer(const float value[32]) {
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Mat4Identity( viewMatrices + 16 );
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}
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break;
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default:
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case VR_PROJECTION:
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{
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memcpy((char *) viewMatrices, value, 32 * sizeof(float));
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Mat4Copy(eyeView, viewMatrices);
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Mat4Copy(eyeView+16, viewMatrices+16);
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}
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break;
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case MONO_VR_PROJECTION:
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{
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Mat4Copy(modelView, viewMatrices);
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Mat4Copy(modelView, viewMatrices+16);
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}
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break;
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}
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@ -1667,18 +1674,17 @@ void GLSL_PrepareUniformBuffers(void)
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Mat4Ortho(0, width, height, 0, 0, 1, orthoProjectionMatrix);
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//ortho projection matrix
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/* GLSL_ProjectionMatricesUniformBuffer(projectionMatricesBuffer[STEREO_ORTHO_PROJECTION],
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orthoProjectionMatrix);
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*/
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GLSL_ProjectionMatricesUniformBuffer(projectionMatricesBuffer[HUD_ORTHO_PROJECTION],
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orthoProjectionMatrix);
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//VR projection matrix
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GLSL_ProjectionMatricesUniformBuffer(projectionMatricesBuffer[VR_PROJECTION],
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tr.vrParms.projection);
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GLSL_ProjectionMatricesUniformBuffer(projectionMatricesBuffer[MONO_VR_PROJECTION],
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tr.vrParms.projection);
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//Set up the buffers that won't change this frame
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GLSL_ViewMatricesUniformBuffer(tr.viewParms.world.eyeViewMatrix);
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//Set all view matrices
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GLSL_ViewMatricesUniformBuffer(tr.viewParms.world.eyeViewMatrix, tr.viewParms.world.modelView);
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}
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void GLSL_BindProgram(shaderProgram_t * program)
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}
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static GLuint GLSL_CalculateProjection() {
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GLuint result = VR_PROJECTION;
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GLuint result = glState.isDrawingHUD ? MONO_VR_PROJECTION : VR_PROJECTION;
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//If we are using an orthographic projection, then we don't need the mono VR projection
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//as we aren't drawing models to the HUD
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if (Mat4Compare(&orthoProjectionMatrix, glState.projection))
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{
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result = HUD_ORTHO_PROJECTION;
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@ -1390,6 +1390,7 @@ typedef struct {
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mat4_t modelMatrix;
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mat4_t projection;
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qboolean isDrawingHUD;
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} glstate_t;
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typedef enum {
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@ -1520,7 +1520,7 @@ static void R_AddEntitySurface (int entityNum)
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tr.shiftedEntityNum = tr.currentEntityNum << QSORT_REFENTITYNUM_SHIFT;
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//
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// the weapon model must be handled special --
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// the weapon model (and HUD sprite) must be handled special --
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// we don't want the hacked weapon position showing in
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// mirrors, because the true body position will already be drawn
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//
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@ -8,6 +8,6 @@ sprites/vr/hud
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cull disable
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{
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clampmap sprites/plasmaa.tga
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blendfunc GL_ONE GL_ONE
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blendfunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
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}
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}
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@ -2,8 +2,8 @@
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setlocal
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set BUILD_TYPE=release
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set VERSION=0.29.1-multiview
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set BUILD_TYPE=debug
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set VERSION=0.29.2-multiview
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@REM Define the following environment variables to sign a release build
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@REM set KEYSTORE=
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