Remove workaround for Direct3D bug

git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1710 4a71c877-e1ca-e34f-864e-861f7616d084
master
Per Inge Mathisen 2007-05-26 19:29:36 +00:00
parent 8efecd07b2
commit 2ec98482ba
1 changed files with 13 additions and 26 deletions

View File

@ -233,13 +233,12 @@ pie_Polygon(SDWORD numVerts, PIEVERTEXF* pVrts, float texture_offset, BOOL light
p2 = { pVrts[1].sx, pVrts[1].sy, pVrts[1].sz }, p2 = { pVrts[1].sx, pVrts[1].sy, pVrts[1].sz },
p3 = { pVrts[2].sx, pVrts[2].sy, pVrts[2].sz }, p3 = { pVrts[2].sx, pVrts[2].sy, pVrts[2].sz },
v1, v2, n; v1, v2, n;
float l = 1.0f;
Vector3f_Sub(&v1, &p3, &p1); Vector3f_Sub(&v1, &p3, &p1);
Vector3f_Sub(&v2, &p2, &p1); Vector3f_Sub(&v2, &p2, &p1);
Vector3f_CP(&n, &v1, &v2); Vector3f_CP(&n, &v1, &v2);
glNormal3f(n.x*l, n.y*l, n.z*l); glNormal3f(n.x, n.y, n.z);
} }
} }
for (i = 0; i < numVerts; i++) for (i = 0; i < numVerts; i++)
@ -869,10 +868,6 @@ void pie_RemainingPasses(void)
* replaces all ivis blit functions * replaces all ivis blit functions
* *
***************************************************************************/ ***************************************************************************/
//d3d loses edge pixels in triangle draw
//this is a temporary correction that may become an option
# define EDGE_CORRECTION 0
void pie_DrawImage(PIEIMAGE *image, PIERECT *dest, PIESTYLE *style) void pie_DrawImage(PIEIMAGE *image, PIERECT *dest, PIESTYLE *style)
{ {
@ -889,20 +884,12 @@ void pie_DrawImage(PIEIMAGE *image, PIERECT *dest, PIESTYLE *style)
//set up 4 pie verts //set up 4 pie verts
glTexCoord2f(image->tu, image->tv); glTexCoord2f(image->tu, image->tv);
glVertex2f(dest->x, dest->y); glVertex2f(dest->x, dest->y);
//pieVrts[0].sz = (SDWORD)INTERFACE_DEPTH; glTexCoord2f(image->tu + image->tw, image->tv);
//pieVrts[0].specular.argb = style->specular.argb; glVertex2f(dest->x + dest->w, dest->y);
glTexCoord2f(image->tu + image->tw + EDGE_CORRECTION, image->tv); glTexCoord2f(image->tu, image->tv + image->th);
glVertex2f(dest->x + dest->w + EDGE_CORRECTION, dest->y); glVertex2f(dest->x, dest->y + dest->h);
//pieVrts[1].sz = (SDWORD)INTERFACE_DEPTH; glTexCoord2f(image->tu + image->tw, image->tv + image->th);
//pieVrts[1].specular.argb = style->specular.argb; glVertex2f(dest->x + dest->w, dest->y + dest->h);
glTexCoord2f(image->tu, image->tv + image->th + EDGE_CORRECTION);
glVertex2f(dest->x, dest->y + dest->h + EDGE_CORRECTION);
//pieVrts[3].sz = (SDWORD)INTERFACE_DEPTH;
//pieVrts[3].specular.argb = style->specular.argb;
glTexCoord2f(image->tu + image->tw + EDGE_CORRECTION, image->tv + image->th + EDGE_CORRECTION);
glVertex2f(dest->x + dest->w + EDGE_CORRECTION, dest->y + dest->h + EDGE_CORRECTION);
//pieVrts[2].sz = (SDWORD)INTERFACE_DEPTH;
//pieVrts[2].specular.argb = style->specular.argb;
glEnd(); glEnd();
} }
@ -928,14 +915,14 @@ void pie_DrawImage270( PIEIMAGE *image, PIERECT *dest )
glBegin(GL_TRIANGLE_FAN); glBegin(GL_TRIANGLE_FAN);
glColor4ub(colour.byte.r, colour.byte.g, colour.byte.b, colour.byte.a); glColor4ub(colour.byte.r, colour.byte.g, colour.byte.b, colour.byte.a);
glTexCoord2f(image->tu+image->tw+EDGE_CORRECTION, image->tv); glTexCoord2f(image->tu+image->tw, image->tv);
glVertex2f(dest->x, dest->y); glVertex2f(dest->x, dest->y);
glTexCoord2f(image->tu+image->tw+EDGE_CORRECTION, image->tv+image->th+EDGE_CORRECTION); glTexCoord2f(image->tu+image->tw, image->tv+image->th);
glVertex2f(dest->x+dest->h+EDGE_CORRECTION, dest->y); glVertex2f(dest->x+dest->h, dest->y);
glTexCoord2f(image->tu, image->tv+image->th+EDGE_CORRECTION); glTexCoord2f(image->tu, image->tv+image->th);
glVertex2f(dest->x+dest->h+EDGE_CORRECTION, dest->y+dest->w+EDGE_CORRECTION); glVertex2f(dest->x+dest->h, dest->y+dest->w);
glTexCoord2f(image->tu, image->tv); glTexCoord2f(image->tu, image->tv);
glVertex2f(dest->x, dest->y+dest->w+EDGE_CORRECTION); glVertex2f(dest->x, dest->y+dest->w);
glEnd(); glEnd();
} }