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https://github.com/ZDoom/qzdoom-gpl.git
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- fixed: The missing fourth component of the texture coordinate must be filled with 1.0, not 0.0 before applying the texture matrix. Not doing so will cancel out the translation part of the matrix.
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2 changed files with 5 additions and 5 deletions
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@ -70,7 +70,7 @@
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// information
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// information
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//
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//
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//==========================================================================
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//==========================================================================
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static float tics;
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void gl_SetPlaneTextureRotation(const GLSectorPlane * secplane, FMaterial * gltexture)
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void gl_SetPlaneTextureRotation(const GLSectorPlane * secplane, FMaterial * gltexture)
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{
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{
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// only manipulate the texture matrix if needed.
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// only manipulate the texture matrix if needed.
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@ -328,7 +328,7 @@ void GLFlat::Draw(int pass, bool trans) // trans only has meaning for GLPASS_LIG
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int rel = getExtraLight();
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int rel = getExtraLight();
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#ifdef _DEBUG
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#ifdef _DEBUG
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if (sector->sectornum == 2)
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if (sector->sectornum == 130)
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{
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{
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int a = 0;
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int a = 0;
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}
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}
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@ -39,7 +39,7 @@ void main()
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vec2 sst = vec2(r.x/m + 0.5, r.y/m + 0.5);
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vec2 sst = vec2(r.x/m + 0.5, r.y/m + 0.5);
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vTexCoord.xy = sst;
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vTexCoord.xy = sst;
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#else
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#else
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vTexCoord = TextureMatrix * vec4(aTexCoord, 0.0, 0.0);
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vTexCoord = TextureMatrix * vec4(aTexCoord, 0.0, 1.0);
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#endif
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#endif
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gl_Position = ProjectionMatrix * eyeCoordPos;
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gl_Position = ProjectionMatrix * eyeCoordPos;
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