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- workaround for Ion Fury display glitches on the first map.
I have no idea why this needs to be different than in EDuke32, but without always clearing the depth buffer before rendering a scene viewpoint the game will glitch like crazy.
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2 changed files with 1 additions and 2 deletions
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@ -3162,7 +3162,7 @@ void polymost_drawrooms()
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polymost_outputGLDebugMessage(3, "polymost_drawrooms()");
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polymost_outputGLDebugMessage(3, "polymost_drawrooms()");
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#ifdef YAX_ENABLE
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#ifdef YAX_ENABLE
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if (yax_polymostclearzbuffer)
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//if (yax_polymostclearzbuffer)
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#endif
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#endif
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{
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{
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GLInterface.ClearDepth();
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GLInterface.ClearDepth();
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@ -211,7 +211,6 @@ void GLInstance::DrawElement(EDrawType type, size_t start, size_t count, Polymos
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{
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{
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if (activeShader == polymostShader)
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if (activeShader == polymostShader)
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{
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{
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glVertexAttrib4fv(2, renderState.Color);
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glVertexAttrib4fv(2, renderState.Color);
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glVertexAttrib4fv(2, renderState.Color);
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if (renderState.Color[3] != 1.f) renderState.Flags &= ~RF_Brightmapping; // The way the colormaps are set up means that brightmaps cannot be used on translucent content at all.
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if (renderState.Color[3] != 1.f) renderState.Flags &= ~RF_Brightmapping; // The way the colormaps are set up means that brightmaps cannot be used on translucent content at all.
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renderState.Apply(polymostShader, lastState);
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renderState.Apply(polymostShader, lastState);
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