- pass mirroring info to model drawers.
Actual evaluation only implemented in OpenGL. Not tested yet because the bug report had no testable example.
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9 changed files with 23 additions and 18 deletions
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@ -171,7 +171,9 @@ void FModelRenderer::RenderModel(float x, float y, float z, FSpriteModelFrame *s
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float stretch = (smf->modelIDs[0] != -1 ? Models[smf->modelIDs[0]]->getAspectFactor() : 1.f) / level.info->pixelstretch;
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objectToWorldMatrix.scale(1, stretch, 1);
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BeginDrawModel(actor, smf, objectToWorldMatrix);
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float orientation = scaleFactorX * scaleFactorY * scaleFactorZ;
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BeginDrawModel(actor, smf, objectToWorldMatrix, orientation < 0);
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RenderFrameModels(smf, actor->state, actor->tics, actor->GetClass(), translation);
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EndDrawModel(actor, smf);
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}
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@ -207,7 +209,9 @@ void FModelRenderer::RenderHUDModel(DPSprite *psp, float ofsX, float ofsY)
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objectToWorldMatrix.rotate(smf->pitchoffset, 0, 0, 1);
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objectToWorldMatrix.rotate(-smf->rolloffset, 1, 0, 0);
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BeginDrawHUDModel(playermo, objectToWorldMatrix);
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float orientation = smf->xscale * smf->yscale * smf->zscale;
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BeginDrawHUDModel(playermo, objectToWorldMatrix, orientation < 0);
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RenderFrameModels(smf, psp->GetState(), psp->GetTics(), playermo->player->ReadyWeapon->GetClass(), 0);
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EndDrawHUDModel(playermo);
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}
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