- remove use of builtin texture matrices.
- make matrix class single precision.
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9230a20f18
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14 changed files with 198 additions and 175 deletions
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@ -1083,10 +1083,9 @@ void FDrawInfo::DrawFloodedPlane(wallseg * ws, float planez, sector_t * sec, boo
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float fviewy = FIXED2FLOAT(viewy);
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float fviewz = FIXED2FLOAT(viewz);
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gl_SetPlaneTextureRotation(&plane, gltexture);
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gl_RenderState.Apply();
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bool pushed = gl_SetPlaneTextureRotation(&plane, gltexture);
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float prj_fac1 = (planez-fviewz)/(ws->z1-fviewz);
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float prj_fac2 = (planez-fviewz)/(ws->z2-fviewz);
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@ -1113,11 +1112,7 @@ void FDrawInfo::DrawFloodedPlane(wallseg * ws, float planez, sector_t * sec, boo
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ptr++;
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GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_FAN);
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if (pushed)
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{
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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}
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gl_RenderState.EnableTextureMatrix(false);
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}
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//==========================================================================
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