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opacity bugfix
This commit is contained in:
20
Track.cpp
20
Track.cpp
@@ -563,15 +563,21 @@ void TTrack::Load(cParser *parser, Math3D::vector3 pOrigin)
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else if (iCategoryFlag & 2)
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if (m_material1 && fTexLength)
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{ // dla drogi trzeba ustalić proporcje boków nawierzchni
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float w, h;
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GfxRenderer.Bind_Material(m_material1);
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glGetTexLevelParameterfv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &w);
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glGetTexLevelParameterfv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &h);
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float w = 1.0f, h = 1.0f;
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opengl_material &mat1 = GfxRenderer.Material(m_material1);
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if (mat1.textures[0] != null_handle)
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{
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w = GfxRenderer.Texture(mat1.textures[0]).width();
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h = GfxRenderer.Texture(mat1.textures[0]).height();
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}
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if (h != 0.0)
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fTexRatio1 = w / h; // proporcja boków
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GfxRenderer.Bind_Material(m_material2);
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glGetTexLevelParameterfv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &w);
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glGetTexLevelParameterfv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &h);
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opengl_material &mat2 = GfxRenderer.Material(m_material2);
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if (mat2.textures[0] != null_handle)
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{
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w = GfxRenderer.Texture(mat2.textures[0]).width();
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h = GfxRenderer.Texture(mat2.textures[0]).height();
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}
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if (h != 0.0)
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fTexRatio2 = w / h; // proporcja boków
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}
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