mirror of
https://github.com/korenkonder/ReDIVA.git
synced 2026-10-08 06:38:27 +03:00
Some additional fixes
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+1
-1
@@ -108,7 +108,7 @@ static void auth_3d_curve_load(auth_3d* auth, auth_3d_curve* c, auth_3d_curve_fi
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static void auth_3d_dof_load(auth_3d* auth, auth_3d_dof* d, auth_3d_dof_file* df);
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static void auth_3d_dof_restore_prev_value(auth_3d_dof* d, render_context* rctx);
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static void auth_3d_dof_set(auth_3d_dof* d, render_context* rctx);
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static auth_3d_detail::Event* auth_3d_event_load(auth_3d * auth, auth_3d_event_file * ef);
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static auth_3d_detail::Event* auth_3d_event_load(auth_3d* auth, auth_3d_event_file* ef);
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static const char* auth_3d_event_type_string(auth_3d_detail::Event::Type type);
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static void auth_3d_fog_load(auth_3d* auth, auth_3d_fog* e, auth_3d_fog_file* ff);
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static void auth_3d_fog_restore_prev_value(auth_3d_fog* f, render_context* rctx);
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@@ -2689,7 +2689,7 @@ void render_context::light_param_data_glow_set(light_param_glow* glow) {
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}
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void render_context::light_param_data_ibl_set(
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light_param_ibl * ibl, light_param_data_storage* storage) {
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light_param_ibl* ibl, light_param_data_storage* storage) {
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if (!ibl->ready)
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return;
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@@ -220,9 +220,9 @@ namespace rndr {
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draw_pass_shadow_begin_make_shadowmap(rctx, shad, v11[i], j);
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rctx->disp_manager.draw((mdl::ObjType)(mdl::OBJ_TYPE_SHADOW_CHARA + v11[i]));
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if (rctx->disp_manager.get_obj_count((mdl::ObjType)(mdl::OBJ_TYPE_SHADOW_OBJECT_CHARA + v11[i])) > 0) {
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glColorMask(field_2F8 ? GL_TRUE : GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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gl_state_set_color_mask(field_2F8 ? GL_TRUE : GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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rctx->disp_manager.draw((mdl::ObjType)(mdl::OBJ_TYPE_SHADOW_OBJECT_CHARA + i));
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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}
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draw_pass_shadow_end_make_shadowmap(rctx, shad, v11[i], j);
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j++;
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@@ -109,6 +109,7 @@ texture* texture_copy(texture_id id, texture* org_tex) {
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void* data = force_malloc(texture_get_size_mip_level(org_tex, i));
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if (!data)
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break;
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if (org_tex->flags & TEXTURE_BLOCK_COMPRESSION) {
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glBindTexture(org_tex->target, org_tex->tex);
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glGetCompressedTexImage(org_tex->target, i, data);
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