Fixed a bit the shadows, they don't cause any more glitches when overlapping translucent polygons
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9decebf56f
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5c5c64d089
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@ -968,7 +968,7 @@ static void BeginRenderPoly()
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{
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{
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xglEnable(GL_STENCIL_TEST);
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xglEnable(GL_STENCIL_TEST);
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if(polyID == 0) {
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if(polyID == 0) {
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enableDepthWrite = true;
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enableDepthWrite = false;
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if(stencilStateSet!=0) {
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if(stencilStateSet!=0) {
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stencilStateSet = 0;
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stencilStateSet = 0;
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//when the polyID is zero, we are writing the shadow mask.
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//when the polyID is zero, we are writing the shadow mask.
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@ -979,7 +979,7 @@ static void BeginRenderPoly()
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glColorMask(GL_FALSE,GL_FALSE,GL_FALSE,GL_FALSE);
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glColorMask(GL_FALSE,GL_FALSE,GL_FALSE,GL_FALSE);
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}
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}
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} else {
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} else {
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enableDepthWrite = false;
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enableDepthWrite = true;
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if(stencilStateSet!=1) {
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if(stencilStateSet!=1) {
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stencilStateSet = 1;
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stencilStateSet = 1;
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//when the polyid is nonzero, we are drawing the shadow poly.
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//when the polyid is nonzero, we are drawing the shadow poly.
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@ -1209,7 +1209,7 @@ static void GetLine (int line, u16* dst)
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for(int i = 0; i < 256; i++)
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for(int i = 0; i < 256; i++)
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{
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{
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u32 stencil = screenStencil[i];
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// u32 stencil = screenStencil[i];
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//you would use this if you wanted to use the stencil buffer to make decisions here
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//you would use this if you wanted to use the stencil buffer to make decisions here
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if(!stencil) continue;
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if(!stencil) continue;
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