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- 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.
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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,
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# include "polymost.h"
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#endif
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extern int skiptile;
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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
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#include "flatvertices.h"
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#include "palettecontainer.h"
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#include "texturemanager.h"
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#include "gamecontrol.h"
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CVAR(Bool, hw_detailmapping, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, hw_glowmapping, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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@ -314,9 +315,12 @@ static void polymost_updaterotmat(void)
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static void polymost_flatskyrender(vec2f_t const* const dpxy, int32_t const n, int32_t method, const vec2_16_t& tilesiz);
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// Hack for Duke's camera until I can find out why this behaves erratically.
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int skiptile = -1;
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static void polymost_drawpoly(vec2f_t const * const dpxy, int32_t const n, int32_t method, const vec2_16_t &tilesize)
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{
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if (method == DAMETH_BACKFACECULL ||
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if (method == DAMETH_BACKFACECULL || globalpicnum == skiptile ||
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#ifdef YAX_ENABLE
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g_nodraw ||
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#endif
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@ -5740,6 +5740,8 @@ int GameInterface::app_main()
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tileDelete(MIRROR);
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skiptile = W_FORCEFIELD + 1;
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Gv_ResetSystemDefaults(); // called here to populate our fake tilesizx and tilesizy arrays presented to CON with sizes generated by dummytiles
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if (numplayers == 1 && boardfilename[0] != 0)
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@ -91,7 +91,8 @@ FHardwareTexture* GLInstance::CreateIndexedTexture(FGameTexture* tex)
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FHardwareTexture* GLInstance::CreateTrueColorTexture(FGameTexture* tex, int palid, bool checkfulltransparency, bool rgb8bit)
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{
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if (tex == TexMan.GameByIndex(0)) return nullptr;
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if (tex == TexMan.GameByIndex(0))
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return nullptr;
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auto texbuffer = tex->GetTexture()->CreateTexBuffer(palid, checkfulltransparency? 0: CTF_ProcessData);
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// Check if the texture is fully transparent. When creating a brightmap such textures can be discarded.
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if (checkfulltransparency)
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@ -7130,6 +7130,9 @@ int GameInterface::app_main()
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G_PostLoadPalette();
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tileDelete(MIRROR);
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skiptile = W_FORCEFIELD + 1;
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if (RR)
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tileDelete(0);
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if (RRRA)
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