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https://github.com/ZDoom/raze-gles.git
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- made render call adjustments to Exhumed.
This one was easy - no special cases at all. :)
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commit
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1 changed files with 15 additions and 6 deletions
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@ -31,8 +31,11 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "interpolate.h"
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#include "interpolate.h"
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#include "glbackend/glbackend.h"
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#include "glbackend/glbackend.h"
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#include "v_draw.h"
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#include "v_draw.h"
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#include "render.h"
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#include <string.h>
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#include <string.h>
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EXTERN_CVAR(Bool, testnewrenderer)
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BEGIN_PS_NS
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BEGIN_PS_NS
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short bSubTitles = true;
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short bSubTitles = true;
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@ -221,6 +224,7 @@ void DrawView(double smoothRatio, bool sceneonly)
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playerZ = sprite[nSprite].z;
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playerZ = sprite[nSprite].z;
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nSector = sprite[nSprite].sectnum;
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nSector = sprite[nSprite].sectnum;
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nAngle = buildang(sprite[nSprite].ang);
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nAngle = buildang(sprite[nSprite].ang);
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rotscrnang = buildlook(0);
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SetGreenPal();
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SetGreenPal();
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@ -269,9 +273,6 @@ void DrawView(double smoothRatio, bool sceneonly)
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sprite[nPlayerSprite].cstat |= CSTAT_SPRITE_TRANSLUCENT;
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sprite[nPlayerSprite].cstat |= CSTAT_SPRITE_TRANSLUCENT;
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sprite[nDoppleSprite[nLocalPlayer]].cstat |= CSTAT_SPRITE_INVISIBLE;
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sprite[nDoppleSprite[nLocalPlayer]].cstat |= CSTAT_SPRITE_INVISIBLE;
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}
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}
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renderSetRollAngle(rotscrnang.asbuildf());
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pan = q16horiz(clamp(pan.asq16(), gi->playerHorizMin(), gi->playerHorizMax()));
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pan = q16horiz(clamp(pan.asq16(), gi->playerHorizMin(), gi->playerHorizMax()));
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}
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}
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@ -357,9 +358,17 @@ void DrawView(double smoothRatio, bool sceneonly)
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}
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}
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}
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}
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if (!testnewrenderer)
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{
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renderSetRollAngle(rotscrnang.asbuildf());
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renderDrawRoomsQ16(nCamerax, nCameray, viewz, nCameraa.asq16(), nCamerapan.asq16(), nSector);
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renderDrawRoomsQ16(nCamerax, nCameray, viewz, nCameraa.asq16(), nCamerapan.asq16(), nSector);
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analyzesprites(smoothRatio);
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analyzesprites(smoothRatio);
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renderDrawMasks();
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renderDrawMasks();
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}
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else
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{
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render_drawrooms(nullptr, { nCamerax, nCameray, viewz }, nSector, nCameraa.asq16(), nCamerapan.asq16(), rotscrnang.asbuildf(), RSF_UPDATESECTOR);
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}
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if (HavePLURemap())
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if (HavePLURemap())
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{
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{
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