fix multitexture in d3d
This commit is contained in:
@@ -488,6 +488,8 @@ void Model::DrawPrimitives()
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DISPLAY->SetSphereEnironmentMapping( mat.alpha.bSphereMapped );
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// UGLY: This overrides the Actor's BlendMode
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DISPLAY->SetTextureModeAdd();
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//DISPLAY->SetTextureModeModulate();
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DISPLAY->SetTextureFiltering( true );
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}
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}
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else
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@@ -66,6 +66,7 @@ D3DDISPLAYMODE g_DesktopMode;
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D3DPRESENT_PARAMETERS g_d3dpp;
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int g_ModelMatrixCnt=0;
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RageDisplay::VideoModeParams g_CurrentParams;
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int g_iCurrentTextureIndex = 0;
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/* Direct3D doesn't associate a palette with textures.
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* Instead, we load a palette into a slot. We need to keep track
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@@ -933,57 +934,80 @@ void RageDisplay_D3D::ClearAllTextures()
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{
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for( int i=0; i<MAX_TEXTURE_UNITS; i++ )
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SetTexture( i, NULL );
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g_iCurrentTextureIndex = 0;
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}
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void RageDisplay_D3D::SetTexture( int iTextureUnitIndex, RageTexture* pTexture )
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{
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g_iCurrentTextureIndex = iTextureUnitIndex;
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// g_DeviceCaps.MaxSimultaneousTextures = 1;
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if( g_iCurrentTextureIndex >= g_DeviceCaps.MaxSimultaneousTextures ) // not supported
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return;
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if( pTexture == NULL )
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{
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g_pd3dDevice->SetTexture( iTextureUnitIndex, NULL );
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return;
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g_pd3dDevice->SetTexture( g_iCurrentTextureIndex, NULL );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLOROP, D3DTOP_DISABLE );
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}
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else
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{
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unsigned uTexHandle = pTexture->GetTexHandle();
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IDirect3DTexture8* pTex = (IDirect3DTexture8*)uTexHandle;
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g_pd3dDevice->SetTexture( g_iCurrentTextureIndex, pTex );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLOROP, D3DTOP_MODULATE );
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unsigned uTexHandle = pTexture->GetTexHandle();
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IDirect3DTexture8* pTex = (IDirect3DTexture8*)uTexHandle;
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g_pd3dDevice->SetTexture( iTextureUnitIndex, pTex );
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// Set palette (if any)
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SetPalette(uTexHandle);
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// Set palette (if any)
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SetPalette(uTexHandle);
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}
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}
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void RageDisplay_D3D::SetTextureModeModulate()
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{
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
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if( g_iCurrentTextureIndex >= g_DeviceCaps.MaxSimultaneousTextures ) // not supported
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return;
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLORARG1, D3DTA_TEXTURE );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLOROP, D3DTOP_MODULATE );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
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}
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void RageDisplay_D3D::SetTextureModeGlow(GlowMode m)
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{
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG2 );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
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if( g_iCurrentTextureIndex >= g_DeviceCaps.MaxSimultaneousTextures ) // not supported
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return;
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLORARG1, D3DTA_TEXTURE );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLOROP, D3DTOP_SELECTARG2 );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
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}
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void RageDisplay_D3D::SetTextureModeAdd()
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{
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG2 );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
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if( g_iCurrentTextureIndex >= g_DeviceCaps.MaxSimultaneousTextures ) // not supported
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return;
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLORARG1, D3DTA_TEXTURE );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLORARG2, D3DTA_CURRENT );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLOROP, D3DTOP_ADD );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ALPHAARG2, D3DTA_CURRENT );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ALPHAOP, D3DTOP_ADD );
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}
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void RageDisplay_D3D::SetTextureFiltering( bool b )
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{
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, b ? D3DTEXF_LINEAR : D3DTEXF_POINT );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, b ? D3DTEXF_LINEAR : D3DTEXF_POINT );
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if( g_iCurrentTextureIndex >= g_DeviceCaps.MaxSimultaneousTextures ) // not supported
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return;
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_MINFILTER, b ? D3DTEXF_LINEAR : D3DTEXF_POINT );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_MAGFILTER, b ? D3DTEXF_LINEAR : D3DTEXF_POINT );
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}
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void RageDisplay_D3D::SetBlendMode( BlendMode mode )
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@@ -1046,9 +1070,12 @@ void RageDisplay_D3D::ClearZBuffer()
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void RageDisplay_D3D::SetTextureWrapping( bool b )
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{
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if( g_iCurrentTextureIndex >= g_DeviceCaps.MaxSimultaneousTextures ) // not supported
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return;
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int mode = b ? D3DTADDRESS_WRAP : D3DTADDRESS_CLAMP;
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSU, mode );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSV, mode );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ADDRESSU, mode );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ADDRESSV, mode );
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}
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void RageDisplay_D3D::SetMaterial(
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@@ -1271,6 +1298,9 @@ RageMatrix RageDisplay_D3D::GetOrthoMatrix( float l, float r, float b, float t,
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void RageDisplay_D3D::SetSphereEnironmentMapping( bool b )
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{
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if( g_iCurrentTextureIndex >= g_DeviceCaps.MaxSimultaneousTextures ) // not supported
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return;
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// http://www.gamasutra.com/features/20000811/wyatt_03.htm
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if( b )
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@@ -1282,12 +1312,12 @@ void RageDisplay_D3D::SetSphereEnironmentMapping( bool b )
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0.0f, 0.0f, 0.0f, 0.0f,
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0.50, -0.50, 0.0f, 1.0f
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);
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g_pd3dDevice->SetTransform(D3DTS_TEXTURE0, (D3DMATRIX*)&tex);
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g_pd3dDevice->SetTransform((D3DTRANSFORMSTATETYPE)(D3DTS_TEXTURE0+g_iCurrentTextureIndex), (D3DMATRIX*)&tex);
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}
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// Tell D3D to use transformed reflection vectors as texture co-ordinate 0
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// and then transform this coordinate by the specified texture matrix, also
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// tell D3D that only the first two coordinates of the output are valid.
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXTURETRANSFORMFLAGS, b ? D3DTTFF_COUNT2 : D3DTTFF_DISABLE );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, b ? D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR : D3DTSS_TCI_PASSTHRU );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_TEXTURETRANSFORMFLAGS, b ? D3DTTFF_COUNT2 : D3DTTFF_DISABLE );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_TEXCOORDINDEX, b ? D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR : D3DTSS_TCI_PASSTHRU );
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}
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