- some hackery to make the camera textures in DN3D work again.

They depend on a deleted texture not writing to the depth buffer, but other parts in the engine like ROR surfaces depend on them writing a proper depth buffer value, so for now there is a global variable that allows to exclude a single tile from ever getting rendered.
This commit is contained in:
Christoph Oelckers 2020-05-29 00:44:13 +02:00
parent 72889540a5
commit 381e53017d
5 changed files with 13 additions and 2 deletions

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@ -1204,6 +1204,7 @@ int32_t engineLoadBoardV5V6(const char *filename, char fromwhere, vec3_t *dapos,
# include "polymost.h"
#endif
extern int skiptile;
static vec2_t const zerovec = { 0, 0 };

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@ -20,6 +20,7 @@ Ken Silverman's official web site: http://www.advsys.net/ken
#include "flatvertices.h"
#include "palettecontainer.h"
#include "texturemanager.h"
#include "gamecontrol.h"
CVAR(Bool, hw_detailmapping, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Bool, hw_glowmapping, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
@ -314,9 +315,12 @@ static void polymost_updaterotmat(void)
static void polymost_flatskyrender(vec2f_t const* const dpxy, int32_t const n, int32_t method, const vec2_16_t& tilesiz);
// Hack for Duke's camera until I can find out why this behaves erratically.
int skiptile = -1;
static void polymost_drawpoly(vec2f_t const * const dpxy, int32_t const n, int32_t method, const vec2_16_t &tilesize)
{
if (method == DAMETH_BACKFACECULL ||
if (method == DAMETH_BACKFACECULL || globalpicnum == skiptile ||
#ifdef YAX_ENABLE
g_nodraw ||
#endif

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@ -5740,6 +5740,8 @@ int GameInterface::app_main()
tileDelete(MIRROR);
skiptile = W_FORCEFIELD + 1;
Gv_ResetSystemDefaults(); // called here to populate our fake tilesizx and tilesizy arrays presented to CON with sizes generated by dummytiles
if (numplayers == 1 && boardfilename[0] != 0)

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@ -91,7 +91,8 @@ FHardwareTexture* GLInstance::CreateIndexedTexture(FGameTexture* tex)
FHardwareTexture* GLInstance::CreateTrueColorTexture(FGameTexture* tex, int palid, bool checkfulltransparency, bool rgb8bit)
{
if (tex == TexMan.GameByIndex(0)) return nullptr;
if (tex == TexMan.GameByIndex(0))
return nullptr;
auto texbuffer = tex->GetTexture()->CreateTexBuffer(palid, checkfulltransparency? 0: CTF_ProcessData);
// Check if the texture is fully transparent. When creating a brightmap such textures can be discarded.
if (checkfulltransparency)

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@ -7130,6 +7130,9 @@ int GameInterface::app_main()
G_PostLoadPalette();
tileDelete(MIRROR);
skiptile = W_FORCEFIELD + 1;
if (RR)
tileDelete(0);
if (RRRA)