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Improve depth fighting by pushing out the near plane and improve near plane clipping by depth clamping.
Suggest reducing SCISDIST when there's time to debug SCISDIST issues. git-svn-id: https://svn.eduke32.com/eduke32@7754 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 7 additions and 2 deletions
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@ -42,7 +42,9 @@ static int32_t yax_drawcf = -1;
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static float dxb1[MAXWALLSB], dxb2[MAXWALLSB];
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#define SCISDIST 1.0f //1.0: Close plane clipping distance
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//POGOTODO: the SCISDIST could be set to 0 now to allow close objects to render properly,
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// but there's a nasty rendering bug that needs to be dug into when setting SCISDIST lower than 1
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#define SCISDIST 1.f //close plane clipping distance
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#define SOFTROTMAT 0
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@ -759,6 +761,9 @@ void polymost_glinit()
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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if (glinfo.depthclamp)
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glEnable(GL_DEPTH_CLAMP);
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//glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
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//glEnable(GL_LINE_SMOOTH);
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@ -1393,7 +1398,7 @@ static void resizeglcheck(void)
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float m[4][4];
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Bmemset(m,0,sizeof(m));
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float const nearclip = SCISDIST / (gxyaspect * gyxscale * 1024.f);
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float const nearclip = 4.0f / (gxyaspect * gyxscale * 1024.f);
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float const farclip = 64.f;
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gloxyaspect = gxyaspect;
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