forked from metin-server/m2dev-client-src
ported to DX9
This commit is contained in:
@@ -46,15 +46,16 @@ void CMapOutdoor::RenderWater()
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D3DXMatrixMultiply(&matTexTransformWater, &m_matViewInverse, &matTexTransformWater);
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STATEMANAGER.SaveTransform(D3DTS_TEXTURE0, &matTexTransformWater);
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STATEMANAGER.SaveVertexShader(D3DFVF_XYZ|D3DFVF_DIFFUSE);
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STATEMANAGER.SetFVF(D3DFVF_XYZ|D3DFVF_DIFFUSE);
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STATEMANAGER.SaveTextureStageState(0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION);
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STATEMANAGER.SaveTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
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STATEMANAGER.SaveTextureStageState(0, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
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STATEMANAGER.SaveTextureStageState(0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
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STATEMANAGER.SaveTextureStageState(0, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
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STATEMANAGER.SaveTextureStageState(0, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
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STATEMANAGER.SaveTextureStageState(0, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
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STATEMANAGER.SaveSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_ANISOTROPIC);
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STATEMANAGER.SaveSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_ANISOTROPIC);
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STATEMANAGER.SaveSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
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STATEMANAGER.SaveSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
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STATEMANAGER.SaveSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
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STATEMANAGER.SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
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STATEMANAGER.SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
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@@ -123,11 +124,11 @@ void CMapOutdoor::RenderWater()
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// RenderState
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STATEMANAGER.RestoreVertexShader();
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STATEMANAGER.RestoreTransform(D3DTS_TEXTURE0);
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STATEMANAGER.RestoreTextureStageState(0, D3DTSS_MINFILTER);
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STATEMANAGER.RestoreTextureStageState(0, D3DTSS_MAGFILTER);
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STATEMANAGER.RestoreTextureStageState(0, D3DTSS_MIPFILTER);
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STATEMANAGER.RestoreTextureStageState(0, D3DTSS_ADDRESSU);
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STATEMANAGER.RestoreTextureStageState(0, D3DTSS_ADDRESSV);
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STATEMANAGER.RestoreSamplerState(0, D3DSAMP_MINFILTER);
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STATEMANAGER.RestoreSamplerState(0, D3DSAMP_MAGFILTER);
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STATEMANAGER.RestoreSamplerState(0, D3DSAMP_MIPFILTER);
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STATEMANAGER.RestoreSamplerState(0, D3DSAMP_ADDRESSU);
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STATEMANAGER.RestoreSamplerState(0, D3DSAMP_ADDRESSV);
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STATEMANAGER.RestoreTextureStageState(0, D3DTSS_TEXCOORDINDEX);
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STATEMANAGER.RestoreTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS);
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