try again to fix decal bug

This commit is contained in:
cxgeorge 2001-07-06 20:56:09 +00:00
parent b39d6a059b
commit 7054792a38

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@ -4907,10 +4907,6 @@ begin_decal(GeomNode *base_geom) {
#ifndef DISABLE_DECALING
// need to save current xform matrix in case it is changed during subrendering, so subsequent decal draws use same xform
_bTransformIssued = false;
_d3dDevice->GetTransform( D3DTRANSFORMSTATE_WORLD, &_SavedTransform);
#ifndef DISABLE_POLYGON_OFFSET_DECALING
if (dx_decal_type == GDT_offset) {
#define POLYGON_OFFSET_MULTIPLIER 2
@ -4928,9 +4924,13 @@ begin_decal(GeomNode *base_geom) {
#endif
{
if (_decal_level > 1)
if (_decal_level > 1) {
base_geom->draw(this); // If we're already decaling, just draw the geometry.
else {
} else {
// need to save current xform matrix in case it is changed during subrendering, so subsequent decal draws use same xform
_bTransformIssued = false;
_d3dDevice->GetTransform( D3DTRANSFORMSTATE_WORLD, &_SavedTransform);
// First turn off writing the depth buffer to render the base geometry.
_d3dDevice->GetRenderState(D3DRENDERSTATE_ZWRITEENABLE, (DWORD *)&_depth_write_enabled); //save cur val
_d3dDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, FALSE);
@ -5001,7 +5001,6 @@ end_decal(GeomNode *base_geom) {
#endif
// Note: For DX8, use D3DRS_COLORWRITEENABLE (check D3DPMISCCAPS_COLORWRITEENABLE first)
// No need to have texturing on for this.
enable_texturing(false);
@ -5013,21 +5012,6 @@ end_decal(GeomNode *base_geom) {
// Finally, restore the depth write and color mask states to the
// way they're supposed to be.
/*
DepthWriteAttribute *depth_write;
if (get_attribute_into(depth_write, _state,
DepthWriteTransition::get_class_type()))
issue_depth_write(depth_write);
ColorMaskAttribute *color_mask;
if (get_attribute_into(color_mask, _state,
ColorMaskTransition::get_class_type())) {
issue_color_mask(color_mask);
} else {
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
}
*/
if (dx_decal_type == GDT_blend) {
enable_blend(was_blend);