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- use texture clamping for skies, because these textures do not always wrap.
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3 changed files with 3 additions and 2 deletions
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@ -116,6 +116,7 @@ enum {
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DAMETH_CLAMPED = 4,
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DAMETH_CLAMPED = 4,
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DAMETH_MODEL = 8,
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DAMETH_MODEL = 8,
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DAMETH_SKY = 16,
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DAMETH_WALL = 32, // signals a texture for a wall (for r_npotwallmode)
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DAMETH_WALL = 32, // signals a texture for a wall (for r_npotwallmode)
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@ -503,7 +503,7 @@ static void polymost_drawpoly(vec2f_t const * const dpxy, int32_t const n, int32
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static int32_t skyzbufferhack_pass = 0;
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static int32_t skyzbufferhack_pass = 0;
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if (flatskyrender && skyzbufferhack_pass == 0)
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if (flatskyrender && skyzbufferhack_pass == 0)
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{
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{
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polymost_flatskyrender(dpxy, n, method, tilesize);
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polymost_flatskyrender(dpxy, n, method|DAMETH_SKY, tilesize);
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return;
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return;
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}
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}
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@ -156,7 +156,7 @@ bool GLInstance::SetTextureInternal(int picnum, FTexture* tex, int palette, int
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auto mtex = LoadTexture(tex, TextureType, lookuppal);
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auto mtex = LoadTexture(tex, TextureType, lookuppal);
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if (mtex)
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if (mtex)
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{
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{
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auto sampler = (method & DAMETH_CLAMPED) ? (sampleroverride != -1 ? sampleroverride : SamplerClampXY) : SamplerRepeat;
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auto sampler = method & DAMETH_SKY? SamplerClampXY : (method & DAMETH_CLAMPED) ? (sampleroverride != -1 ? sampleroverride : SamplerClampXY) : SamplerRepeat;
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if (TextureType == TT_INDEXED) sampler = sampler + SamplerNoFilterRepeat - SamplerRepeat;
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if (TextureType == TT_INDEXED) sampler = sampler + SamplerNoFilterRepeat - SamplerRepeat;
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BindTexture(0, mtex, sampler);
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BindTexture(0, mtex, sampler);
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