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- fixed: Polymost must set the viewpoint if renderers are switched.
- fixed coordinate order in renderSetViewpoint - fixed backwall checks accidentally testing wall 0 instead of the current wall.
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493294909b
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2d958745b4
3 changed files with 4 additions and 2 deletions
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@ -2075,6 +2075,7 @@ void polymost_drawrooms()
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GLInterface.EnableDepthTest(true);
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GLInterface.SetDepthFunc(DF_LEqual);
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GLInterface.SetRenderStyle(LegacyRenderStyles[STYLE_Translucent]);
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renderSetViewpoint(0, 0, 0);
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gvrcorrection = viewingrange*(1.f/65536.f);
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//if (glprojectionhacks == 2)
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@ -921,7 +921,7 @@ void HWWall::DoMidTexture(HWDrawInfo* di, walltype* wal,
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//==========================================================================
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void HWWall::Process(HWDrawInfo *di, walltype *wal, sectortype* frontsector, sectortype* backsector)
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{
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auto backwall = wall->nextwall >= 0 && wall->nextwall < numwalls? &wall[wal->nextwall] : nullptr;
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auto backwall = wal->nextwall >= 0 && wal->nextwall < numwalls? &wall[wal->nextwall] : nullptr;
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auto p2wall = &wall[wal->point2];
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float fch1;
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@ -189,6 +189,7 @@ bool PolymostRenderState::Apply(FRenderState& state, GLState& oldState)
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else
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{
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state.EnableFog(0);
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state.SetFog(0, 0);
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state.SetSoftLightLevel(ShadeDiv >= 1 / 1000.f ? 255 - Scale(Shade, 255, numshades) : 255);
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state.SetLightParms(VisFactor, ShadeDiv / (numshades - 2));
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}
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@ -391,7 +392,7 @@ void renderSetVisibility(float vis)
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void renderSetViewpoint(float x, float y, float z)
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{
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vp.mCameraPos = {x, y, z, 0};
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vp.mCameraPos = {x, z, y, 0};
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}
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void renderBeginScene()
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