Remove workaround for Direct3D bug
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1710 4a71c877-e1ca-e34f-864e-861f7616d084master
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8efecd07b2
commit
2ec98482ba
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@ -233,13 +233,12 @@ pie_Polygon(SDWORD numVerts, PIEVERTEXF* pVrts, float texture_offset, BOOL light
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p2 = { pVrts[1].sx, pVrts[1].sy, pVrts[1].sz },
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p3 = { pVrts[2].sx, pVrts[2].sy, pVrts[2].sz },
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v1, v2, n;
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float l = 1.0f;
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Vector3f_Sub(&v1, &p3, &p1);
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Vector3f_Sub(&v2, &p2, &p1);
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Vector3f_CP(&n, &v1, &v2);
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glNormal3f(n.x*l, n.y*l, n.z*l);
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glNormal3f(n.x, n.y, n.z);
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}
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}
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for (i = 0; i < numVerts; i++)
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@ -869,10 +868,6 @@ void pie_RemainingPasses(void)
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* replaces all ivis blit functions
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*
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***************************************************************************/
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//d3d loses edge pixels in triangle draw
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//this is a temporary correction that may become an option
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# define EDGE_CORRECTION 0
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void pie_DrawImage(PIEIMAGE *image, PIERECT *dest, PIESTYLE *style)
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{
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@ -889,20 +884,12 @@ void pie_DrawImage(PIEIMAGE *image, PIERECT *dest, PIESTYLE *style)
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//set up 4 pie verts
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glTexCoord2f(image->tu, image->tv);
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glVertex2f(dest->x, dest->y);
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//pieVrts[0].sz = (SDWORD)INTERFACE_DEPTH;
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//pieVrts[0].specular.argb = style->specular.argb;
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glTexCoord2f(image->tu + image->tw + EDGE_CORRECTION, image->tv);
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glVertex2f(dest->x + dest->w + EDGE_CORRECTION, dest->y);
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//pieVrts[1].sz = (SDWORD)INTERFACE_DEPTH;
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//pieVrts[1].specular.argb = style->specular.argb;
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glTexCoord2f(image->tu, image->tv + image->th + EDGE_CORRECTION);
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glVertex2f(dest->x, dest->y + dest->h + EDGE_CORRECTION);
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//pieVrts[3].sz = (SDWORD)INTERFACE_DEPTH;
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//pieVrts[3].specular.argb = style->specular.argb;
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glTexCoord2f(image->tu + image->tw + EDGE_CORRECTION, image->tv + image->th + EDGE_CORRECTION);
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glVertex2f(dest->x + dest->w + EDGE_CORRECTION, dest->y + dest->h + EDGE_CORRECTION);
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//pieVrts[2].sz = (SDWORD)INTERFACE_DEPTH;
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//pieVrts[2].specular.argb = style->specular.argb;
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glTexCoord2f(image->tu + image->tw, image->tv);
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glVertex2f(dest->x + dest->w, dest->y);
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glTexCoord2f(image->tu, image->tv + image->th);
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glVertex2f(dest->x, dest->y + dest->h);
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glTexCoord2f(image->tu + image->tw, image->tv + image->th);
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glVertex2f(dest->x + dest->w, dest->y + dest->h);
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glEnd();
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}
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@ -928,14 +915,14 @@ void pie_DrawImage270( PIEIMAGE *image, PIERECT *dest )
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glBegin(GL_TRIANGLE_FAN);
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glColor4ub(colour.byte.r, colour.byte.g, colour.byte.b, colour.byte.a);
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glTexCoord2f(image->tu+image->tw+EDGE_CORRECTION, image->tv);
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glTexCoord2f(image->tu+image->tw, image->tv);
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glVertex2f(dest->x, dest->y);
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glTexCoord2f(image->tu+image->tw+EDGE_CORRECTION, image->tv+image->th+EDGE_CORRECTION);
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glVertex2f(dest->x+dest->h+EDGE_CORRECTION, dest->y);
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glTexCoord2f(image->tu, image->tv+image->th+EDGE_CORRECTION);
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glVertex2f(dest->x+dest->h+EDGE_CORRECTION, dest->y+dest->w+EDGE_CORRECTION);
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glTexCoord2f(image->tu+image->tw, image->tv+image->th);
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glVertex2f(dest->x+dest->h, dest->y);
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glTexCoord2f(image->tu, image->tv+image->th);
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glVertex2f(dest->x+dest->h, dest->y+dest->w);
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glTexCoord2f(image->tu, image->tv);
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glVertex2f(dest->x, dest->y+dest->w+EDGE_CORRECTION);
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glVertex2f(dest->x, dest->y+dest->w);
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glEnd();
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}
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