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Added support for transforming homogenous W geometry into world geomtry #199
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Added support for transforming homogenous W geometry into world geometry.
Thanks @dkollmann! I will take a look at this soon. |
Also FYI if you try this code with Black & White, things will have a blue tint. This is because the water plane which should be rendered before all the other geometry, is rendered on top of it instead of behind the other geometry. |
Fixed incorrect game camera position and orientation. Added option to disable lighting. Commented out unneeded XYZW code.
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I made some fixes. Of course lpD3DMatrix has to be replaced, after getting the game camera properties from it. The force push was just an update on the commit comment. |
Ok, I figured this out. You have to set |
My only last comment is that I prefer to create a struct and add it to the Other than that, I think this is about ready to merge. |
Ah okay, I created the RenderData.h, because it was not possbile to include the device header in the DebugOverlay.cpp file. |
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@dkollmann, sorry for the delay in responding. I updated the code to match your branch. But I am wondering if there is an issue with Could there be an issue because we are losing data in the The reason I ask is because I am still seeing distortion in the sky in Dark Reign 2 whenever |
Hey, I just wanted to say that I am still on this, but I changed my job and am moving to another country, so lately I am super busy. |
@dkollmann, no problem. Take your time. I understand. Real life has to come first. Thanks for letting me know. |
Because there are a lot of things added since this PR was created, I updated it to keep it in-sync with the master branch. |
Keeping PR in-sync with master branch. |
This is an update on the previous pull request #188.