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Mirroring should be flipped on HUD models since the view to world space transform already inverts one axis
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3 changed files with 3 additions and 3 deletions
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@ -91,7 +91,7 @@ void FGLModelRenderer::BeginDrawHUDModel(AActor *actor, const VSMatrix &objectTo
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if (!(actor->RenderStyle == LegacyRenderStyles[STYLE_Normal]))
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{
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glEnable(GL_CULL_FACE);
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glFrontFace((mirrored ^ GLPortal::isMirrored()) ? GL_CCW : GL_CW);
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glFrontFace((mirrored ^ GLPortal::isMirrored()) ? GL_CW : GL_CCW);
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}
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gl_RenderState.mModelMatrix = objectToWorldMatrix;
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@ -109,7 +109,7 @@ void PolyModelRenderer::BeginDrawHUDModel(AActor *actor, const VSMatrix &objectT
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if (actor->RenderStyle == LegacyRenderStyles[STYLE_Normal])
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PolyTriangleDrawer::SetTwoSided(Thread->DrawQueue, true);
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PolyTriangleDrawer::SetCullCCW(Thread->DrawQueue, !mirrored);
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PolyTriangleDrawer::SetCullCCW(Thread->DrawQueue, mirrored);
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}
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void PolyModelRenderer::EndDrawHUDModel(AActor *actor)
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@ -194,7 +194,7 @@ namespace swrenderer
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if (actor->RenderStyle == LegacyRenderStyles[STYLE_Normal])
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PolyTriangleDrawer::SetTwoSided(Thread->DrawQueue, true);
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PolyTriangleDrawer::SetCullCCW(Thread->DrawQueue, !mirrored);
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PolyTriangleDrawer::SetCullCCW(Thread->DrawQueue, mirrored);
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}
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void SWModelRenderer::EndDrawHUDModel(AActor *actor)
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