Merge remote-tracking branch 'gzdoom/master'
This commit is contained in:
commit
4665f8ff79
32 changed files with 365 additions and 154 deletions
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@ -88,7 +88,7 @@ void FHWModelRenderer::EndDrawModel(FRenderStyle style, FSpriteModelFrame *smf)
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state.SetCulling(Cull_None);
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}
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void FHWModelRenderer::BeginDrawHUDModel(FRenderStyle style, const VSMatrix &objectToWorldMatrix, bool mirrored)
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void FHWModelRenderer::BeginDrawHUDModel(FRenderStyle style, const VSMatrix &objectToWorldMatrix, bool mirrored, FSpriteModelFrame *smf)
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{
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state.SetDepthFunc(DF_LEqual);
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state.SetDepthClamp(true);
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@ -104,7 +104,7 @@ void FHWModelRenderer::BeginDrawHUDModel(FRenderStyle style, const VSMatrix &obj
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// [BB] In case the model should be rendered translucent, do back face culling.
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// This solves a few of the problems caused by the lack of depth sorting.
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// TO-DO: Implement proper depth sorting.
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if (!(style == DefaultRenderStyle()))
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if (!(style == DefaultRenderStyle()) || (smf->flags & MDL_FORCECULLBACKFACES))
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{
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state.SetCulling((mirrored ^ di->drawctx->portalState.isMirrored()) ? Cull_CW : Cull_CCW);
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}
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@ -114,13 +114,13 @@ void FHWModelRenderer::BeginDrawHUDModel(FRenderStyle style, const VSMatrix &obj
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state.SetModelMatrix(objectToWorldMatrix, normalModelMatrix);
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}
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void FHWModelRenderer::EndDrawHUDModel(FRenderStyle style)
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void FHWModelRenderer::EndDrawHUDModel(FRenderStyle style, FSpriteModelFrame *smf)
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{
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state.SetBoneIndexBase(-1);
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state.SetModelMatrix(VSMatrix::identity(), VSMatrix::identity());
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state.SetDepthFunc(DF_Less);
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if (!(style == DefaultRenderStyle()))
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if (!(style == DefaultRenderStyle()) || (smf->flags & MDL_FORCECULLBACKFACES))
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state.SetCulling(Cull_None);
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}
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