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depth inversion in rug (used in pentagonal exploration)
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1
hyper.h
1
hyper.h
@ -1225,6 +1225,7 @@ extern eGeometry gwhere;
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extern bool no_fog;
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extern bool no_fog;
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extern ld lowrug, hirug, ruggospeed;
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extern ld lowrug, hirug, ruggospeed;
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extern GLuint alternate_texture;
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extern GLuint alternate_texture;
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extern bool invert_depth;
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#endif
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#endif
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}
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}
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8
rug.cpp
8
rug.cpp
@ -1264,6 +1264,8 @@ ld lowrug = 1e-2, hirug = 1e3;
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GLuint alternate_texture;
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GLuint alternate_texture;
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bool invert_depth;
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void drawRugScene() {
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void drawRugScene() {
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glbuf->use_as_texture();
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glbuf->use_as_texture();
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if(alternate_texture)
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if(alternate_texture)
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@ -1274,16 +1276,16 @@ void drawRugScene() {
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else
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else
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glhr::colorClear(backcolor << 8 | 0xFF);
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glhr::colorClear(backcolor << 8 | 0xFF);
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#ifdef GLES_ONLY
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#ifdef GLES_ONLY
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glClearDepthf(1.0f);
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glClearDepthf(invert_depth ? -1.0f : 1.0f);
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#else
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#else
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glClearDepth(1.0f);
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glClearDepth(invert_depth ? -1.0f : 1.0f);
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#endif
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#endif
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glDisable(GL_BLEND);
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glDisable(GL_BLEND);
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glhr::switch_mode(glhr::gmLightFog);
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glhr::switch_mode(glhr::gmLightFog);
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glhr::set_depthtest(true);
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glhr::set_depthtest(true);
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glDepthFunc(GL_LESS);
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glDepthFunc(invert_depth ? GL_GREATER : GL_LESS);
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for(int ed=stereo::active() && stereo::mode != stereo::sODS ? -1 : 0; ed < 2; ed += 2) {
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for(int ed=stereo::active() && stereo::mode != stereo::sODS ? -1 : 0; ed < 2; ed += 2) {
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use_precompute = false;
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use_precompute = false;
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