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- scale the vertex coordinates that get output to the hardware by 1024.
This is needed to get a coordinate system that is compatible with GZDoom's so that its lighting code can be reused more easily.
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6 changed files with 15 additions and 12 deletions
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@ -1645,7 +1645,9 @@ static int32_t polymost_md3draw(md3model_t *m, tspriteptr_t tspr)
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int prevClamp = GLInterface.GetClamp();
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GLInterface.SetClamp(0);
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auto matrixindex = GLInterface.SetIdentityMatrix(Matrix_Model);
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VSMatrix imat = 0;
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imat.scale(1024, 1024, 1024);
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auto matrixindex = GLInterface.SetMatrix(Matrix_Model, &imat);
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for (surfi=0; surfi<m->head.numsurfs; surfi++)
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{
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@ -1700,7 +1702,8 @@ static int32_t polymost_md3draw(md3model_t *m, tspriteptr_t tspr)
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//Let OpenGL (and perhaps hardware :) handle the matrix rotation
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mat[3] = mat[7] = mat[11] = 0.f; mat[15] = 1.f;
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GLInterface.SetMatrix(Matrix_Model, mat);
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for (int i = 0; i < 15; i++) mat[i] *= 1024.f;
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GLInterface.SetMatrix(Matrix_Model, mat);
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// PLAG: End
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bool exact = false;
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