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https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-19 06:29:18 +02:00
final merge fixes
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@@ -857,10 +857,10 @@ void TSubRect::RaNodeAdd(TGroundNode *Node)
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switch (Node->iType)
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{
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case TP_TRACK:
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{
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Node->nNext3 = nRender;
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nRender = Node;
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} // DL: do nieprzezroczystych
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{
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Node->nNext3 = nRenderRect;
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nRenderRect = Node;
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} // VBO: do nieprzezroczystych z sektora
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break;
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case GL_TRIANGLE_STRIP:
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case GL_TRIANGLE_FAN:
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@@ -813,10 +813,10 @@ texture_manager::Bind( texture_manager::size_type const Id ) {
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// having it active would lead to some terrain and spline chunks receiving wrong
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// (the most recent?) texture, instead of the proper one. It'd also affect negatively
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// light point rendering.
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if( Id == m_activetexture ) {
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// don't bind again what's already active
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return;
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}
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//if( Id == m_activetexture ) {
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// // don't bind again what's already active
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// return;
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//}
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// TODO: do binding in texture object, add support for other types
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if( Id != 0 ) {
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@@ -2865,6 +2865,7 @@ TTrack * TTrack::RaAnimate()
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glGetBufferSubData(
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GL_ARRAY_BUFFER, SwitchExtension->iLeftVBO * sizeof(CVertNormTex),
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2 * 2 * 12 * sizeof(CVertNormTex), &Vert); // pobranie fragmentu bufora VBO
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//m7todo: co to jest?
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if (SwitchExtension->RightSwitch)
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{ // nowa wersja z SPKS, ale odwrotnie lewa/prawa
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SwitchExtension->Segments[0]->RaAnimate(v, rpts3, -nnumPts, fTexLength, 0,
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@@ -132,7 +132,7 @@ gl_program_light::gl_program_light(std::vector<gl_shader> v) : gl_program_mvp(v)
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glUseProgram(id);
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glUniform3f(ambient_uniform, 1.0f, 1.0f, 1.0f);
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glUniform1i(lcount_uniform, 0);
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glUniform1ui(lcount_uniform, 0);
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}
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void gl_program_light::set_ambient(glm::vec3 &ambient)
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