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- added some hackery to render voxels properly again.
Something about their data preparation is not right, their depth looks totally off and causes fog to become to dense. One more reason to reconstruct the renderer in a sane fashion.
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4 changed files with 15 additions and 4 deletions
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@ -1098,6 +1098,8 @@ int32_t polymost_voxdraw(voxmodel_t *m, tspriteptr_t const tspr)
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GLInterface.EnableBlend(true); // else GLInterface.EnableBlend(false);
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}
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else pc[3] = 1.f;
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GLInterface.SetFadeDisable(true); // disable depth fading. The voxel code is somewhat broken and messes this up.
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GLInterface.SetShade(0, numshades);
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//------------
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//transform to Build coords
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@ -1186,6 +1188,7 @@ int32_t polymost_voxdraw(voxmodel_t *m, tspriteptr_t const tspr)
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}
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VSMatrix identity(0);
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GLInterface.SetMatrix(Matrix_ModelView, &identity);
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GLInterface.SetFadeDisable(false);
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GLInterface.SetTinting(0, 0, PalEntry(255, 255, 255));
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return 1;
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}
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