diff --git a/CHANGELOG.txt b/CHANGELOG.txt index 8df9392a4..e39fdbf89 100644 --- a/CHANGELOG.txt +++ b/CHANGELOG.txt @@ -1,5 +1,9 @@ D1X-Rebirth Changelog +20081126 +-------- +arch/ogl/ogl.c: Deactivated depth writing fo g3_draw_bitmap() sprites to prevent rendering errors when clipped in some cases + 20081122 -------- main/fvi.c, main/pysics.c: Took out the "disable_new_fvi"-hack. After all we do not need that specific optimisation anymore and also without it we can have more accurate collisions with non-player objects. After playtesting for a while let's just do this. diff --git a/arch/ogl/ogl.c b/arch/ogl/ogl.c index 5e8ddd9c4..5f53bc763 100644 --- a/arch/ogl/ogl.c +++ b/arch/ogl/ogl.c @@ -820,6 +820,7 @@ bool g3_draw_bitmap(vms_vector *pos,fix width,fix height,grs_bitmap *bm, object OGL_ENABLE(TEXTURE_2D); ogl_bindbmtex(bm); ogl_texwrap(bm->gltexture,GL_CLAMP_TO_EDGE); + glDepthMask(GL_FALSE); if (Endlevel_sequence) glDepthFunc(GL_ALWAYS); @@ -867,12 +868,13 @@ bool g3_draw_bitmap(vms_vector *pos,fix width,fix height,grs_bitmap *bm, object break; } - if (obj->id == 5 && obj->type == 1) // create small z-Offset for missile explodihg effect - prevents ugly wall-clipping + if (obj->id == 5 && obj->type == 1) // create small z-Offset for missile exploding effect - prevents ugly wall-clipping pv.z -= F1_0; glVertex3f(f2glf(pv.x),f2glf(pv.y),-f2glf(pv.z)); } glEnd(); + glDepthMask(GL_TRUE); return 0; }