Merge remote-tracking branch 'gzdoom/master' into merge-gzdoom
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commit
e75e5a387b
600 changed files with 40006 additions and 59374 deletions
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@ -69,7 +69,7 @@ void FHWModelRenderer::BeginDrawModel(FRenderStyle style, FSpriteModelFrame *smf
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// This solves a few of the problems caused by the lack of depth sorting.
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// [Nash] Don't do back face culling if explicitly specified in MODELDEF
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// TO-DO: Implement proper depth sorting.
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if (!(style == DefaultRenderStyle()) && !(smf->flags & MDL_DONTCULLBACKFACES))
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if ((smf->flags & MDL_FORCECULLBACKFACES) || (!(style == DefaultRenderStyle()) && !(smf->flags & MDL_DONTCULLBACKFACES)))
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{
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state.SetCulling((mirrored ^ di->drawctx->portalState.isMirrored()) ? Cull_CCW : Cull_CW);
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}
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@ -84,13 +84,14 @@ void FHWModelRenderer::EndDrawModel(FRenderStyle style, FSpriteModelFrame *smf)
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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()) && !(smf->flags & MDL_DONTCULLBACKFACES))
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if ((smf->flags & MDL_FORCECULLBACKFACES) || (!(style == DefaultRenderStyle()) && !(smf->flags & MDL_DONTCULLBACKFACES)))
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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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{
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state.SetDepthFunc(DF_LEqual);
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state.SetDepthClamp(true);
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state.EnableTexture(true);
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