Bug fixes and deferred rendering architecture
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@@ -874,25 +874,20 @@ void Render()
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break;
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case S_OK:
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{
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// set texture and alpha properties
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LPDIRECT3DDEVICE8 pd3dDevice = DISPLAY->GetDevice();
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// calculate view and projection transforms
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D3DXMATRIX matProj;
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D3DXMatrixOrthoOffCenterLH( &matProj, 0, 640, 480, 0, -1000, 1000 );
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pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
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D3DXMATRIX mat;
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D3DXMatrixOrthoOffCenterLH( &mat, 0, 640, 480, 0, -1000, 1000 );
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DISPLAY->SetProjectionTransform( &mat );
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D3DXMATRIX matView;
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D3DXMatrixIdentity( &matView );
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pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
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D3DXMatrixIdentity( &mat );
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DISPLAY->SetViewTransform( &mat );
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DISPLAY->ResetMatrixStack();
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// draw the game
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SCREENMAN->Draw();
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DISPLAY->EndFrame();
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}
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break;
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