ported to DX9
This commit is contained in:
@@ -41,15 +41,15 @@ void CMapOutdoor::__RenderTerrain_RenderHardwareTransformPatch()
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STATEMANAGER.SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
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STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
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STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
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STATEMANAGER.SetTextureStageState(0, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
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STATEMANAGER.SetTextureStageState(0, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
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STATEMANAGER.SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
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STATEMANAGER.SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
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STATEMANAGER.SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_CURRENT);
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STATEMANAGER.SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
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STATEMANAGER.SetTextureStageState(1, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
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STATEMANAGER.SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
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STATEMANAGER.SetTextureStageState(1, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
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STATEMANAGER.SetTextureStageState(1, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
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STATEMANAGER.SetSamplerState(1, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
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STATEMANAGER.SetSamplerState(1, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
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#ifdef WORLD_EDITOR
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if (GetAsyncKeyState(VK_CAPITAL))
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@@ -88,7 +88,7 @@ void CMapOutdoor::__RenderTerrain_RenderHardwareTransformPatch()
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// Render State & TextureStageState
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//////////////////////////////////////////////////////////////////////////
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STATEMANAGER.SetVertexShader(D3DFVF_XYZ | D3DFVF_NORMAL);
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STATEMANAGER.SetFVF(D3DFVF_XYZ | D3DFVF_NORMAL);
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m_iRenderedSplatNumSqSum = 0;
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m_iRenderedPatchNum = 0;
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@@ -624,9 +624,8 @@ void CMapOutdoor::__HardwareTransformPatch_RenderPatchSplat(long patchnum, WORD
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STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
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STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_CURRENT);
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STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
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STATEMANAGER.SetTextureStageState(0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
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STATEMANAGER.SetTextureStageState(0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
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STATEMANAGER.SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
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STATEMANAGER.SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
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if (m_bDrawChrShadow)
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{
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STATEMANAGER.SetTransform(D3DTS_TEXTURE1, &m_matDynamicShadow);
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@@ -636,8 +635,8 @@ void CMapOutdoor::__HardwareTransformPatch_RenderPatchSplat(long patchnum, WORD
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STATEMANAGER.SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_CURRENT);
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STATEMANAGER.SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATE);
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STATEMANAGER.SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
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STATEMANAGER.SetTextureStageState(1, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
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STATEMANAGER.SetTextureStageState(1, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
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STATEMANAGER.SetSamplerState(1, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
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STATEMANAGER.SetSamplerState(1, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
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}
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else
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{
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@@ -661,8 +660,8 @@ void CMapOutdoor::__HardwareTransformPatch_RenderPatchSplat(long patchnum, WORD
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STATEMANAGER.SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
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STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
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STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
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STATEMANAGER.SetTextureStageState(0, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
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STATEMANAGER.SetTextureStageState(0, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
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STATEMANAGER.SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
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STATEMANAGER.SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
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STATEMANAGER.SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
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