Deactivated depth writing fo g3_draw_bitmap() sprites to prevent rendering errors when clipped in some cases
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8466399451
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@ -1,5 +1,9 @@
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D1X-Rebirth Changelog
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20081126
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--------
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arch/ogl/ogl.c: Deactivated depth writing fo g3_draw_bitmap() sprites to prevent rendering errors when clipped in some cases
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20081122
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--------
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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.
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@ -820,6 +820,7 @@ bool g3_draw_bitmap(vms_vector *pos,fix width,fix height,grs_bitmap *bm, object
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OGL_ENABLE(TEXTURE_2D);
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ogl_bindbmtex(bm);
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ogl_texwrap(bm->gltexture,GL_CLAMP_TO_EDGE);
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glDepthMask(GL_FALSE);
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if (Endlevel_sequence)
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glDepthFunc(GL_ALWAYS);
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@ -867,12 +868,13 @@ bool g3_draw_bitmap(vms_vector *pos,fix width,fix height,grs_bitmap *bm, object
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break;
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}
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if (obj->id == 5 && obj->type == 1) // create small z-Offset for missile explodihg effect - prevents ugly wall-clipping
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if (obj->id == 5 && obj->type == 1) // create small z-Offset for missile exploding effect - prevents ugly wall-clipping
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pv.z -= F1_0;
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glVertex3f(f2glf(pv.x),f2glf(pv.y),-f2glf(pv.z));
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}
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glEnd();
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glDepthMask(GL_TRUE);
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return 0;
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}
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