removed inaccurate 4D hack

This commit is contained in:
zicodxx 2007-01-20 12:29:57 +00:00
parent 1043cb9950
commit ab706d7ceb
2 changed files with 1 additions and 7 deletions

View file

@ -3,6 +3,7 @@ D2X-Rebirth Changelog
20070120
--------
main/automap.c: for OGL don't display background bitmap if screen height < 400 because it won't fit - just draw grey; adjusted level name alignment in secret levels
main/render.c: removed inaccurate 4D hack
20070119
--------

View file

@ -1224,13 +1224,6 @@ int find_joining_side_norms(vms_vector *norm0_0,vms_vector *norm0_1,vms_vector *
*pnt0 = &Vertices[seg0->verts[Side_to_verts[edgeside0][seg0->sides[edgeside0].type==3?1:0]]];
*pnt1 = &Vertices[seg1->verts[Side_to_verts[edgeside1][seg1->sides[edgeside1].type==3?1:0]]];
#ifdef OGL
/* ZICO - experimental HACK
If edge_verts differ +/- 100 it's *mostly* an indication of overlapping rooms using the 4D effect. So we don't want GL_LEQUAL. Won't work always... */
if (((edge_verts[0] - edge_verts[1] >= 100) || (edge_verts[0] - edge_verts[1] <= -100)) && (seg0->sides[edgeside0].type==3))
glDepthFunc(GL_ALWAYS);
#endif
return 1;
}