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Polymer: account for model flipping for backface culling.
The winding order of faces is different if only flipping about X or Y, and we were unconditionally culling CW faces. git-svn-id: https://svn.eduke32.com/eduke32@2052 1a8010ca-5511-0410-912e-c29ae57300e0
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2 changed files with 11 additions and 1 deletions
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@ -375,7 +375,7 @@ static void polymer_initrendertargets(int32_t count);
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#define INDICE(n) ((p->indices) ? (p->indices[(i+n)%p->indicescount]*5) : (((i+n)%p->vertcount)*5))
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#define INDICE(n) ((p->indices) ? (p->indices[(i+n)%p->indicescount]*5) : (((i+n)%p->vertcount)*5))
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#define SWITCH_CULL_DIRECTION culledface = (culledface == GL_FRONT) ? GL_BACK : GL_FRONT; bglCullFace(culledface)
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#define SWITCH_CULL_DIRECTION { culledface = (culledface == GL_FRONT) ? GL_BACK : GL_FRONT; bglCullFace(culledface); }
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static inline GLfloat dot2f(GLfloat *v1, GLfloat *v2)
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static inline GLfloat dot2f(GLfloat *v1, GLfloat *v2)
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{
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{
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@ -3943,6 +3943,12 @@ static void polymer_drawmdsprite(spritetype *tspr)
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if (tspr->cstat & 4)
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if (tspr->cstat & 4)
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bglScalef(1.0f, -1.0f, 1.0f);
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bglScalef(1.0f, -1.0f, 1.0f);
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if (!(tspr->cstat & 4) != !(tspr->cstat & 8)) {
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// Only inverting one coordinate will reverse the winding order of
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// faces, so we need to account for that when culling.
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SWITCH_CULL_DIRECTION;
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}
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bglScalef(scale * tspr->xrepeat, scale * tspr->xrepeat, scale * tspr->yrepeat);
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bglScalef(scale * tspr->xrepeat, scale * tspr->xrepeat, scale * tspr->yrepeat);
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bglTranslatef(0.0f, 0.0, m->zadd * 64);
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bglTranslatef(0.0f, 0.0, m->zadd * 64);
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@ -4272,6 +4278,10 @@ static void polymer_drawmdsprite(spritetype *tspr)
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bglPopMatrix();
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bglPopMatrix();
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if (!(tspr->cstat & 4) != !(tspr->cstat & 8)) {
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SWITCH_CULL_DIRECTION;
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}
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globalnoeffect = 0;
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globalnoeffect = 0;
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}
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}
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