add near/far clip plane control to EnterPerspective
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@@ -596,7 +596,7 @@ void RageDisplay::PopMatrix()
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* When finished, the current position will be the "viewpoint" (at 0,0). negative
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* When finished, the current position will be the "viewpoint" (at 0,0). negative
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* Z goes into the screen, positive X and Y is right and down.
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* Z goes into the screen, positive X and Y is right and down.
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*/
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*/
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void RageDisplay::EnterPerspective(float fov, bool preserve_loc)
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void RageDisplay::EnterPerspective(float fov, bool preserve_loc, float near_clip, float far_clip)
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{
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{
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g_PerspectiveMode++;
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g_PerspectiveMode++;
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if(g_PerspectiveMode > 1) {
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if(g_PerspectiveMode > 1) {
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@@ -612,7 +612,7 @@ void RageDisplay::EnterPerspective(float fov, bool preserve_loc)
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glPushMatrix();
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glPushMatrix();
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glLoadIdentity();
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glLoadIdentity();
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float aspect = SCREEN_WIDTH/(float)SCREEN_HEIGHT;
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float aspect = SCREEN_WIDTH/(float)SCREEN_HEIGHT;
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gluPerspective(fov, aspect, 1.000f, 1000.0f); // This far clipping this might cause Z-fighting if we ever turn the z-buffer on
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gluPerspective(fov, aspect, near_clip, far_clip);
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/* Flip the Y coordinate, so positive numbers go down. */
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/* Flip the Y coordinate, so positive numbers go down. */
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glScalef(1, -1, 1);
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glScalef(1, -1, 1);
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@@ -79,7 +79,8 @@ public:
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int GetMaxTextureSize() const;
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int GetMaxTextureSize() const;
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void EnterPerspective(float fov, bool preserve_loc = true);
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// This far clipping this might cause Z-fighting if we ever turn the z-buffer on
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void EnterPerspective(float fov, bool preserve_loc = true, float near = 1, float far = 1000);
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void ExitPerspective();
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void ExitPerspective();
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void LookAt(const RageVector3 &Eye, const RageVector3 &At, const RageVector3 &Up);
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void LookAt(const RageVector3 &Eye, const RageVector3 &At, const RageVector3 &Up);
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