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Stop raping the Z-buffer. Less flickering that way for now.
git-svn-id: https://svn.eduke32.com/eduke32@669 1a8010ca-5511-0410-912e-c29ae57300e0
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@ -3,6 +3,7 @@
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// - CORE STUFF
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// o put all the sector/wall geometry in VBOs
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// o optimize the update[sector|wall] functions to diff the changes
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// o figure a way to get the interpolations from the game
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// o make occlusion queries every n frames (cvar)
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// o there's still a texture alignment problem with slopes (waterfall in launch facility)
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// o there's also the texture alignment problem Hunter reported (san andreas fault)
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@ -101,7 +101,7 @@ void polymer_glinit(void)
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bglMatrixMode(GL_PROJECTION);
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bglLoadIdentity();
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bgluPerspective((float)(pr_fov) / (2048.0f / 360.0f), (float)xdim / (float)ydim, 0.001f, 1000000.0f);
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bgluPerspective((float)(pr_fov) / (2048.0f / 360.0f), (float)xdim / (float)ydim, 0.01f, 100.0f);
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// get the new projection matrix
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bglGetDoublev(GL_PROJECTION_MATRIX, projectionmatrix);
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