mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-18 20:29:17 +02:00
ground cells render code moved to renderer and partially unified; fix for slipping wheels calculation logic
This commit is contained in:
186
renderer.cpp
186
renderer.cpp
@@ -322,9 +322,9 @@ opengl_renderer::Render( TGround *Ground ) {
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for( int column = originx; column <= originx + segmentcount; ++column ) {
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for( int row = originz; row <= originz + segmentcount; ++row ) {
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auto &rectangle = Ground->Rects[ column ][ row ];
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if( m_camera.visible( rectangle.m_area ) ) {
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rectangle.RenderDL();
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auto *rectangle = &Ground->Rects[ column ][ row ];
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if( m_camera.visible( rectangle->m_area ) ) {
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Render( rectangle );
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}
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}
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}
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@@ -386,21 +386,7 @@ opengl_renderer::Render( TGround *Ground ) {
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continue; // pomijanie sektorów poza kątem patrzenia
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}
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// kwadrat kilometrowy nie zawsze, bo szkoda FPS
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// TODO: unify all math objects
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::glPushMatrix();
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auto const &cellorigin = Ground->Rects[ ( i + c ) / iNumSubRects ][ ( j + r ) / iNumSubRects ].m_area.center;
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auto const originoffset = Math3D::vector3( cellorigin.x, cellorigin.y, cellorigin.z ) - Global::pCameraPosition;
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::glTranslated( originoffset.x, originoffset.y, originoffset.z );
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if( Global::bUseVBO ) {
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// vbo render path
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Ground->Rects[ ( i + c ) / iNumSubRects ][ ( j + r ) / iNumSubRects ].RenderVBO();
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::glPopMatrix();
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}
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else {
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// display list render path
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Ground->Rects[ ( i + c ) / iNumSubRects ][ ( j + r ) / iNumSubRects ].RenderDL();
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}
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Render( &Ground->Rects[ ( i + c ) / iNumSubRects ][ ( j + r ) / iNumSubRects ] );
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if( ( tmp = Ground->FastGetSubRect( i + c, j + r ) ) != nullptr ) {
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if( tmp->iNodeCount ) {
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@@ -418,20 +404,143 @@ opengl_renderer::Render( TGround *Ground ) {
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}
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// renderowanie nieprzezroczystych
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for( i = 0; i < Ground->iRendered; ++i ) {
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if( Global::bUseVBO ) {
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// vbo render path
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Ground->pRendered[ i ]->RenderVBO();
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}
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else {
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// display list render path
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Ground->pRendered[ i ]->RenderDL();
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}
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Render( Ground->pRendered[ i ] );
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}
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// regular render takes care of all solid geometry present in the scene, thus we can launch alpha parts render here
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return Render_Alpha( Ground );
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}
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// TODO: unify ground render code, until then old version is in place
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#define EU07_USE_OLD_RENDERCODE
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bool
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opengl_renderer::Render( TGroundRect *Groundcell ) {
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::glPushMatrix();
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auto const &cellorigin = Groundcell->m_area.center;
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// TODO: unify all math objects
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auto const originoffset = Math3D::vector3( cellorigin.x, cellorigin.y, cellorigin.z ) - Global::pCameraPosition;
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::glTranslated( originoffset.x, originoffset.y, originoffset.z );
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bool result{ false }; // will be true if we do any rendering
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// TODO: unify render paths
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if( Global::bUseVBO ) {
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if ( Groundcell->iLastDisplay != Groundcell->iFrameNumber)
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{ // tylko jezeli dany kwadrat nie był jeszcze renderowany
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Groundcell->LoadNodes(); // ewentualne tworzenie siatek
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if ( Groundcell->nRenderRect && Groundcell->StartVBO())
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{
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for (TGroundNode *node = Groundcell->nRenderRect; node; node = node->nNext3) // następny tej grupy
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#ifdef EU07_USE_OLD_RENDERCODE
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node->RaRenderVBO(); // nieprzezroczyste trójkąty kwadratu kilometrowego
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#else
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Render( node ); // nieprzezroczyste trójkąty kwadratu kilometrowego
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#endif
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Groundcell->EndVBO();
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Groundcell->iLastDisplay = Groundcell->iFrameNumber;
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result = true;
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}
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if ( Groundcell->nTerrain)
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Groundcell->nTerrain->smTerrain->iVisible = Groundcell->iFrameNumber; // ma się wyświetlić w tej ramce
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}
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::glPopMatrix();
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}
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else {
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#ifdef EU07_USE_OLD_RENDERCODE
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if (Groundcell->iLastDisplay != Groundcell->iFrameNumber)
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{ // tylko jezeli dany kwadrat nie był jeszcze renderowany
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// for (TGroundNode* node=pRender;node;node=node->pNext3)
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// node->Render(); //nieprzezroczyste trójkąty kwadratu kilometrowego
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if ( Groundcell->nRender)
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{ //łączenie trójkątów w jedną listę - trochę wioska
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if (!Groundcell->nRender->DisplayListID || ( Groundcell->nRender->iVersion != Global::iReCompile))
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{ // jeżeli nie skompilowany, kompilujemy wszystkie trójkąty w jeden
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Groundcell->nRender->fSquareRadius = 5000.0 * 5000.0; // aby agregat nigdy nie znikał
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Groundcell->nRender->DisplayListID = glGenLists(1);
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glNewList( Groundcell->nRender->DisplayListID, GL_COMPILE);
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Groundcell->nRender->iVersion = Global::iReCompile; // aktualna wersja siatek
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auto const origin = Math3D::vector3( Groundcell->m_area.center.x, Groundcell->m_area.center.y, Groundcell->m_area.center.z );
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for (TGroundNode *node = Groundcell->nRender; node; node = node->nNext3) // następny tej grupy
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node->Compile(origin, true);
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glEndList();
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}
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Render( Groundcell->nRender ); // nieprzezroczyste trójkąty kwadratu kilometrowego
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}
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// submodels geometry is world-centric, so at least for the time being we need to pop the stack early
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::glPopMatrix();
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if( Groundcell->nRootMesh ) {
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Render( Groundcell->nRootMesh );
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}
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Groundcell->iLastDisplay = Groundcell->iFrameNumber; // drugi raz nie potrzeba
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result = true;
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}
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else {
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::glPopMatrix();
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}
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#else
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if( iLastDisplay != iFrameNumber ) { // tylko jezeli dany kwadrat nie był jeszcze renderowany
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LoadNodes(); // ewentualne tworzenie siatek
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if( nRenderRect ) {
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for( TGroundNode *node = nRenderRect; node; node = node->nNext3 ) // następny tej grupy
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Render( node ); // nieprzezroczyste trójkąty kwadratu kilometrowego
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}
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if( nRootMesh )
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Render( nRootMesh );
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iLastDisplay = iFrameNumber;
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}
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#endif
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}
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return result;
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}
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#undef EU07_USE_OLD_RENDERCODE
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bool
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opengl_renderer::Render( TSubRect *Groundsubcell ) {
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Groundsubcell->RaAnimate(); // przeliczenia animacji torów w sektorze
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TGroundNode *node;
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// nieprzezroczyste obiekty terenu
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if( Global::bUseVBO ) {
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// vbo render path
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if( Groundsubcell->StartVBO() ) {
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for( node = Groundsubcell->nRenderRect; node; node = node->nNext3 ) {
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if( node->iVboPtr >= 0 ) {
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Render( node );
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}
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}
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Groundsubcell->EndVBO();
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}
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}
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else {
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// display list render path
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for( node = Groundsubcell->nRenderRect; node; node = node->nNext3 ) {
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Render( node ); // nieprzezroczyste obiekty terenu
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}
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}
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// nieprzezroczyste obiekty (oprócz pojazdów)
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for( node = Groundsubcell->nRender; node; node = node->nNext3 )
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Render( node );
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// nieprzezroczyste z mieszanych modeli
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for( node = Groundsubcell->nRenderMixed; node; node = node->nNext3 )
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Render( node );
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// nieprzezroczyste fragmenty pojazdów na torach
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for( int j = 0; j < Groundsubcell->iTracks; ++j )
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Groundsubcell->tTracks[ j ]->RenderDyn();
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#ifdef EU07_SCENERY_EDITOR
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// memcells
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if( DebugModeFlag ) {
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for( auto const memcell : m_memcells ) {
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memcell->RenderDL();
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}
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}
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#endif
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return true;
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}
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bool
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opengl_renderer::Render( TGroundNode *Node ) {
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@@ -901,14 +1010,7 @@ opengl_renderer::Render_Alpha( TGround *Ground ) {
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}
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for( int i = Ground->iRendered - 1; i >= 0; --i ) // od najdalszych
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{ // renderowanie przezroczystych modeli oraz pojazdów
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if( Global::bUseVBO ) {
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// vbo render path
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Ground->pRendered[ i ]->RenderAlphaVBO();
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}
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else {
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// display list render path
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Ground->pRendered[ i ]->RenderAlphaDL();
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}
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Render_Alpha( Ground->pRendered[ i ] );
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}
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::glDisable( GL_LIGHTING ); // linie nie powinny świecić
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@@ -936,6 +1038,20 @@ opengl_renderer::Render_Alpha( TGround *Ground ) {
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return true;
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}
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bool
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opengl_renderer::Render_Alpha( TSubRect *Groundsubcell ) {
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TGroundNode *node;
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for( node = Groundsubcell->nRenderMixed; node; node = node->nNext3 )
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Render_Alpha( node ); // przezroczyste z mieszanych modeli
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for( node = Groundsubcell->nRenderAlpha; node; node = node->nNext3 )
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Render_Alpha( node ); // przezroczyste modele
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for( int j = 0; j < Groundsubcell->iTracks; ++j )
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Groundsubcell->tTracks[ j ]->RenderDynAlpha(); // przezroczyste fragmenty pojazdów na torach
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return true;
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}
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// NOTE: legacy render system switch
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#define _PROBLEND
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