mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-28 14:42:23 +00:00
- convert skybox rendering to use the buffer interface.
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parent
6b038a5dae
commit
ea332383a8
1 changed files with 89 additions and 127 deletions
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@ -336,6 +336,7 @@ static void RenderBox(FTextureID texno, FMaterial * gltex, float x_offset, bool
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else
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glRotatef(-180.0f+x_offset, glset.skyrotatevector2.X, glset.skyrotatevector2.Z, glset.skyrotatevector2.Y);
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FFlatVertex *ptr;
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if (sb->faces[5])
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{
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faces=4;
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@ -344,164 +345,125 @@ static void RenderBox(FTextureID texno, FMaterial * gltex, float x_offset, bool
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tex = FMaterial::ValidateTexture(sb->faces[0]);
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tex->Bind(GLT_CLAMPX|GLT_CLAMPY, 0);
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gl_RenderState.Apply();
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glBegin(GL_TRIANGLE_FAN);
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glTexCoord2f(0, 0);
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glVertex3f(128.f, 128.f, -128.f);
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glTexCoord2f(1, 0);
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glVertex3f(-128.f, 128.f, -128.f);
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glTexCoord2f(1, 1);
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glVertex3f(-128.f, -128.f, -128.f);
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glTexCoord2f(0, 1);
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glVertex3f(128.f, -128.f, -128.f);
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glEnd();
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ptr = GLRenderer->mVBO->GetBuffer();
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ptr->Set(128.f, 128.f, -128.f, 0, 0);
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ptr++;
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ptr->Set(-128.f, 128.f, -128.f, 1, 0);
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ptr++;
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ptr->Set(128.f, -128.f, -128.f, 0, 1);
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ptr++;
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ptr->Set(-128.f, -128.f, -128.f, 1, 1);
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ptr++;
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GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
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// east
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tex = FMaterial::ValidateTexture(sb->faces[1]);
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tex->Bind(GLT_CLAMPX|GLT_CLAMPY, 0);
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tex->Bind(GLT_CLAMPX | GLT_CLAMPY, 0);
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gl_RenderState.Apply();
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glBegin(GL_TRIANGLE_FAN);
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glTexCoord2f(0, 0);
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glVertex3f(-128.f, 128.f, -128.f);
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glTexCoord2f(1, 0);
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glVertex3f(-128.f, 128.f, 128.f);
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glTexCoord2f(1, 1);
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glVertex3f(-128.f, -128.f, 128.f);
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glTexCoord2f(0, 1);
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glVertex3f(-128.f, -128.f, -128.f);
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glEnd();
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ptr = GLRenderer->mVBO->GetBuffer();
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ptr->Set(-128.f, 128.f, -128.f, 0, 0);
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ptr++;
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ptr->Set(-128.f, 128.f, 128.f, 1, 0);
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ptr++;
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ptr->Set(-128.f, -128.f, -128.f, 0, 1);
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ptr++;
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ptr->Set(-128.f, -128.f, 128.f, 1, 1);
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ptr++;
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GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
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// south
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tex = FMaterial::ValidateTexture(sb->faces[2]);
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tex->Bind(GLT_CLAMPX|GLT_CLAMPY, 0);
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tex->Bind(GLT_CLAMPX | GLT_CLAMPY, 0);
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gl_RenderState.Apply();
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glBegin(GL_TRIANGLE_FAN);
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glTexCoord2f(0, 0);
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glVertex3f(-128.f, 128.f, 128.f);
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glTexCoord2f(1, 0);
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glVertex3f(128.f, 128.f, 128.f);
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glTexCoord2f(1, 1);
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glVertex3f(128.f, -128.f, 128.f);
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glTexCoord2f(0, 1);
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glVertex3f(-128.f, -128.f, 128.f);
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glEnd();
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ptr = GLRenderer->mVBO->GetBuffer();
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ptr->Set(-128.f, 128.f, 128.f, 0, 0);
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ptr++;
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ptr->Set(128.f, 128.f, 128.f, 1, 0);
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ptr++;
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ptr->Set(-128.f, -128.f, 128.f, 0, 1);
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ptr++;
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ptr->Set(128.f, -128.f, 128.f, 1, 1);
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ptr++;
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GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
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// west
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tex = FMaterial::ValidateTexture(sb->faces[3]);
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tex->Bind(GLT_CLAMPX|GLT_CLAMPY, 0);
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gl_RenderState.Apply();
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glBegin(GL_TRIANGLE_FAN);
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glTexCoord2f(0, 0);
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glVertex3f(128.f, 128.f, 128.f);
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glTexCoord2f(1, 0);
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glVertex3f(128.f, 128.f, -128.f);
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glTexCoord2f(1, 1);
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glVertex3f(128.f, -128.f, -128.f);
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glTexCoord2f(0, 1);
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glVertex3f(128.f, -128.f, 128.f);
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glEnd();
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ptr = GLRenderer->mVBO->GetBuffer();
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ptr->Set(128.f, 128.f, 128.f, 0, 0);
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ptr++;
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ptr->Set(128.f, 128.f, -128.f, 1, 0);
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ptr++;
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ptr->Set(128.f, -128.f, 128.f, 0, 1);
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ptr++;
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ptr->Set(128.f, -128.f, -128.f, 1, 1);
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ptr++;
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GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
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}
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else
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{
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faces=1;
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// all 4 sides
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tex = FMaterial::ValidateTexture(sb->faces[0]);
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tex->Bind(GLT_CLAMPX|GLT_CLAMPY, 0);
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gl_RenderState.Apply();
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glBegin(GL_TRIANGLE_FAN);
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glTexCoord2f(0, 0);
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glVertex3f(128.f, 128.f, -128.f);
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glTexCoord2f(.25f, 0);
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glVertex3f(-128.f, 128.f, -128.f);
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glTexCoord2f(.25f, 1);
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glVertex3f(-128.f, -128.f, -128.f);
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glTexCoord2f(0, 1);
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glVertex3f(128.f, -128.f, -128.f);
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glEnd();
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// east
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glBegin(GL_TRIANGLE_FAN);
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glTexCoord2f(.25f, 0);
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glVertex3f(-128.f, 128.f, -128.f);
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glTexCoord2f(.5f, 0);
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glVertex3f(-128.f, 128.f, 128.f);
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glTexCoord2f(.5f, 1);
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glVertex3f(-128.f, -128.f, 128.f);
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glTexCoord2f(.25f, 1);
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glVertex3f(-128.f, -128.f, -128.f);
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glEnd();
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// south
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glBegin(GL_TRIANGLE_FAN);
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glTexCoord2f(.5f, 0);
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glVertex3f(-128.f, 128.f, 128.f);
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glTexCoord2f(.75f, 0);
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glVertex3f(128.f, 128.f, 128.f);
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glTexCoord2f(.75f, 1);
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glVertex3f(128.f, -128.f, 128.f);
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glTexCoord2f(.5f, 1);
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glVertex3f(-128.f, -128.f, 128.f);
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glEnd();
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// west
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glBegin(GL_TRIANGLE_FAN);
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glTexCoord2f(.75f, 0);
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glVertex3f(128.f, 128.f, 128.f);
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glTexCoord2f(1, 0);
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glVertex3f(128.f, 128.f, -128.f);
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glTexCoord2f(1, 1);
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glVertex3f(128.f, -128.f, -128.f);
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glTexCoord2f(.75f, 1);
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glVertex3f(128.f, -128.f, 128.f);
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glEnd();
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ptr = GLRenderer->mVBO->GetBuffer();
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ptr->Set(128.f, 128.f, -128.f, 0, 0);
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ptr++;
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ptr->Set(128.f, -128.f, -128.f, 0, 1);
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ptr++;
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ptr->Set(-128.f, 128.f, -128.f, 0.25f, 0);
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ptr++;
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ptr->Set(-128.f, -128.f, -128.f, 0.25f, 1);
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ptr++;
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ptr->Set(-128.f, 128.f, 128.f, 0.5f, 0);
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ptr++;
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ptr->Set(-128.f, -128.f, 128.f, 0.5f, 1);
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ptr++;
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ptr->Set(128.f, 128.f, 128.f, 0.75f, 0);
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ptr++;
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ptr->Set(128.f, -128.f, 128.f, 0.75f, 1);
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ptr++;
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ptr->Set(128.f, 128.f, -128.f, 1, 0);
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ptr++;
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ptr->Set(128.f, -128.f, -128.f, 1, 1);
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ptr++;
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GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
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}
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// top
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tex = FMaterial::ValidateTexture(sb->faces[faces]);
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tex->Bind(GLT_CLAMPX|GLT_CLAMPY, 0);
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gl_RenderState.Apply();
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glBegin(GL_TRIANGLE_FAN);
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if (!sb->fliptop)
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{
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glTexCoord2f(0, 0);
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glVertex3f(128.f, 128.f, -128.f);
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glTexCoord2f(1, 0);
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glVertex3f(-128.f, 128.f, -128.f);
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glTexCoord2f(1, 1);
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glVertex3f(-128.f, 128.f, 128.f);
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glTexCoord2f(0, 1);
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glVertex3f(128.f, 128.f, 128.f);
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}
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else
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{
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glTexCoord2f(0, 0);
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glVertex3f(128.f, 128.f, 128.f);
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glTexCoord2f(1, 0);
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glVertex3f(-128.f, 128.f, 128.f);
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glTexCoord2f(1, 1);
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glVertex3f(-128.f, 128.f, -128.f);
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glTexCoord2f(0, 1);
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glVertex3f(128.f, 128.f, -128.f);
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}
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glEnd();
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ptr = GLRenderer->mVBO->GetBuffer();
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ptr->Set(128.f, 128.f, -128.f, 0, sb->fliptop);
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ptr++;
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ptr->Set(-128.f, 128.f, -128.f, 1, sb->fliptop);
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ptr++;
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ptr->Set(128.f, 128.f, 128.f, 0, !sb->fliptop);
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ptr++;
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ptr->Set(-128.f, 128.f, 128.f, 1, !sb->fliptop);
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ptr++;
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GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
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// bottom
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tex = FMaterial::ValidateTexture(sb->faces[faces+1]);
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tex->Bind(GLT_CLAMPX|GLT_CLAMPY, 0);
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gl_RenderState.Apply();
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glBegin(GL_TRIANGLE_FAN);
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glTexCoord2f(0, 0);
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glVertex3f(128.f, -128.f, -128.f);
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glTexCoord2f(1, 0);
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glVertex3f(-128.f, -128.f, -128.f);
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glTexCoord2f(1, 1);
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glVertex3f(-128.f, -128.f, 128.f);
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glTexCoord2f(0, 1);
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glVertex3f(128.f, -128.f, 128.f);
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glEnd();
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ptr = GLRenderer->mVBO->GetBuffer();
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ptr->Set(128.f, -128.f, -128.f, 0, 0);
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ptr++;
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ptr->Set(-128.f, -128.f, -128.f, 1, 0);
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ptr++;
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ptr->Set(128.f, -128.f, 128.f, 0, 1);
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ptr++;
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ptr->Set(-128.f, -128.f, 128.f, 1, 1);
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ptr++;
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GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
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}
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//-----------------------------------------------------------------------------
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