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https://github.com/ZDoom/raze-gles.git
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- got rid of the RF_NPOTEmulation flag.
This can easily be controlled with the 2 main variables alone.
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353e3eb1fa
commit
60d7f4f7c2
4 changed files with 8 additions and 15 deletions
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@ -424,16 +424,16 @@ static void polymost_drawpoly(vec2f_t const * const dpxy, int32_t const n, int32
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int32_t size2;
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for (size2 = 1; size2 < size; size2 += size2) {}
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if (size == size2)
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GLInterface.SetNpotEmulation(false, 1.f, 0.f);
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GLInterface.SetNpotEmulation(0.f, 0.f);
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else
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{
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float xOffset = 1.f / tilesize.x;
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GLInterface.SetNpotEmulation(true, (1.f*size2) / size, xOffset);
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GLInterface.SetNpotEmulation((1.f*size2) / size, xOffset);
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}
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}
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else
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{
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GLInterface.SetNpotEmulation(false, 1.f, 0.f);
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GLInterface.SetNpotEmulation(0.f, 0.f);
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}
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vec2_t tsiz2 = tsiz;
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@ -491,7 +491,7 @@ static void polymost_drawpoly(vec2f_t const * const dpxy, int32_t const n, int32
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GLInterface.SetTinting(-1, 0xffffff, 0xffffff);
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GLInterface.UseDetailMapping(false);
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GLInterface.UseGlowMapping(false);
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GLInterface.SetNpotEmulation(false, 1.f, 0.f);
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GLInterface.SetNpotEmulation(0.f, 0.f);
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if (skyzbufferhack && skyzbufferhack_pass == 0)
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{
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@ -407,15 +407,10 @@ public:
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else renderState.Flags &= ~RF_Brightmapping;
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}
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void SetNpotEmulation(bool yes, float factor, float xOffset)
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void SetNpotEmulation(float factor, float xOffset)
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{
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if (yes)
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{
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renderState.Flags |= RF_NPOTEmulation;
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renderState.NPOTEmulationFactor = factor;
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renderState.NPOTEmulationXOffset = xOffset;
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}
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else renderState.Flags &= ~RF_NPOTEmulation;
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renderState.NPOTEmulationFactor = factor;
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renderState.NPOTEmulationXOffset = xOffset;
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}
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void SetShadeInterpolate(int32_t yes)
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@ -21,7 +21,6 @@ enum PRSFlags
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RF_DetailMapping = 4,
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RF_GlowMapping = 8,
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RF_Brightmapping = 16,
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RF_NPOTEmulation = 32,
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RF_ShadeInterpolate = 64,
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RF_FogDisabled = 128,
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RF_MapFog = 256, // RRRA E2L1.
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@ -3,7 +3,6 @@ const int RF_UsePalette = 2;
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const int RF_DetailMapping = 4;
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const int RF_GlowMapping = 8;
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const int RF_Brightmapping = 16;
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const int RF_NPOTEmulation = 32;
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const int RF_ShadeInterpolate = 64;
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@ -163,7 +162,7 @@ void main()
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vec2 newCoord;
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// Coordinate adjustment for NPOT textures (something must have gone very wrong to make this necessary...)
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if ((u_flags & RF_NPOTEmulation) != 0)
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if (u_npotEmulationFactor != 0.0)
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{
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float period = floor(coordY / u_npotEmulationFactor);
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coordX += u_npotEmulationXOffset * floor(mod(coordY, u_npotEmulationFactor));
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