- allow FORCEBACKCULLFACES to work with hud models
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parent
70e4dd17b7
commit
6d1ebf5f27
4 changed files with 10 additions and 10 deletions
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@ -79,7 +79,7 @@ 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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@ -87,7 +87,7 @@ 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 ^ portalState.isMirrored()) ? Cull_CW : Cull_CCW);
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}
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@ -96,13 +96,13 @@ void FHWModelRenderer::BeginDrawHUDModel(FRenderStyle style, const VSMatrix &obj
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state.EnableModelMatrix(true);
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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.EnableModelMatrix(false);
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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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