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https://github.com/LostArtefacts/TRX.git
synced 2025-04-28 12:47:58 +03:00
gfx: fix wireframe mode not working in tr2 title screen
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parent
83681dd4b4
commit
f1b6a74f34
1 changed files with 8 additions and 11 deletions
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@ -35,6 +35,12 @@ static void M_RestoreTexture(GFX_3D_RENDERER *const renderer);
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static void M_Flush(GFX_3D_RENDERER *const renderer)
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{
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glLineWidth(renderer->config->line_width);
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glPolygonMode(
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GL_FRONT_AND_BACK,
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renderer->config->enable_wireframe ? GL_LINE : GL_FILL);
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GFX_GL_CheckError();
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GFX_3D_VertexStream_RenderPending(&renderer->vertex_stream);
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}
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@ -127,8 +133,6 @@ GFX_3D_RENDERER *GFX_3D_Renderer_Create(void)
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&renderer->program, renderer->loc_alpha_threshold, -1.0);
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GFX_3D_VertexStream_Init(&renderer->vertex_stream);
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GFX_GL_CheckError();
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return renderer;
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}
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@ -146,12 +150,6 @@ void GFX_3D_Renderer_Destroy(GFX_3D_RENDERER *const renderer)
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void GFX_3D_Renderer_RenderBegin(GFX_3D_RENDERER *const renderer)
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{
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ASSERT(renderer != NULL);
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glEnable(GL_BLEND);
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glLineWidth(renderer->config->line_width);
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glPolygonMode(
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GL_FRONT_AND_BACK,
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renderer->config->enable_wireframe ? GL_LINE : GL_FILL);
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GFX_GL_CheckError();
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renderer->vertex_stream.rendered_count = 0;
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@ -180,6 +178,7 @@ void GFX_3D_Renderer_RenderBegin(GFX_3D_RENDERER *const renderer)
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glDepthFunc(GL_LEQUAL);
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glDepthMask(GL_TRUE);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_BLEND);
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GFX_GL_CheckError();
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}
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@ -191,6 +190,7 @@ void GFX_3D_Renderer_RenderEnd(GFX_3D_RENDERER *const renderer)
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void GFX_3D_Renderer_ClearDepth(GFX_3D_RENDERER *const renderer)
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{
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ASSERT(renderer != NULL);
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M_Flush(renderer);
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glClear(GL_DEPTH_BUFFER_BIT);
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GFX_GL_CheckError();
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@ -205,7 +205,6 @@ int GFX_3D_Renderer_RegisterEnvironmentMap(GFX_3D_RENDERER *const renderer)
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renderer->env_map_texture = texture;
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M_RestoreTexture(renderer);
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GFX_GL_CheckError();
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return GFX_ENV_MAP_TEXTURE;
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}
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@ -268,7 +267,6 @@ int GFX_3D_Renderer_RegisterTexturePage(
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M_RestoreTexture(renderer);
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GFX_GL_CheckError();
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return texture_num;
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}
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@ -413,7 +411,6 @@ void GFX_3D_Renderer_SetBlendingMode(
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GFX_GL_CheckError();
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break;
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}
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GFX_GL_CheckError();
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renderer->selected_blend_mode = blend_mode;
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}
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