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https://github.com/jmarshall23/DoomRTX.git
synced 2026-08-15 15:51:07 +02:00
Lots of graphics fixes.
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@@ -500,8 +500,7 @@ void RB_T_FillDepthBuffer( const drawSurf_t *surf ) {
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// draw the entire surface solid
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// draw the entire surface solid
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if (drawSolid) {
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glDisable(GL_BLEND);
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if (drawSolid && !shader->IsSky()) {
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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// bind the texture
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GL_SelectTexture(0);
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@@ -513,6 +512,15 @@ void RB_T_FillDepthBuffer( const drawSurf_t *surf ) {
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shader->GetBumpImage()->Bind();
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glBindNormalMapTexture(shader->GetBumpImage()->texnum);
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if (!surf->geo->isSkeletal)
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{
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glGeometryFlagf(GEOMETRY_FLAG_NONE);
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}
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else
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{
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glGeometryFlagf(GEOMETRY_FLAG_SKELETAL);
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}
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// set texture matrix and texGens. The Quake 4 path needs to know this is a depth fill.
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RB_PrepareStageTexturing(pStage, surf, ac);
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@@ -524,7 +532,6 @@ void RB_T_FillDepthBuffer( const drawSurf_t *surf ) {
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GL_SelectTexture(1);
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globalImages->BindNull();
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GL_SelectTexture(0);
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glEnable(GL_BLEND);
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}
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