- for some reason using world coordinates for clipping in the shader is somewhat imprecise so the clip plane heights have to be adjusted a bit for it.
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8 changed files with 52 additions and 27 deletions
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@ -83,7 +83,8 @@ void FRenderState::Reset()
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mColormapState = CM_DEFAULT;
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mLightParms[3] = -1.f;
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mSpecialEffect = EFF_NONE;
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mClipHeight = 0.f;
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mClipHeightTop = 65536.f;
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mClipHeightBottom = -65536.f;
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}
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@ -145,7 +146,8 @@ bool FRenderState::ApplyShader()
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activeShader->muObjectColor.Set(mObjectColor);
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activeShader->muDynLightColor.Set(mDynColor.vec);
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activeShader->muInterpolationFactor.Set(mInterpolationFactor);
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activeShader->muClipHeight.Set(mClipHeight);
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activeShader->muClipHeightTop.Set(mClipHeightTop);
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activeShader->muClipHeightBottom.Set(mClipHeightBottom);
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if (mGlowEnabled)
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{
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