use same zbias in D3D as OpenGL
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@@ -488,7 +488,6 @@ void Model::DrawPrimitives()
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DISPLAY->SetSphereEnironmentMapping( mat.alpha.bSphereMapped );
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DISPLAY->SetSphereEnironmentMapping( mat.alpha.bSphereMapped );
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// UGLY: This overrides the Actor's BlendMode
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// UGLY: This overrides the Actor's BlendMode
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DISPLAY->SetTextureModeAdd();
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DISPLAY->SetTextureModeAdd();
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//DISPLAY->SetTextureModeModulate();
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DISPLAY->SetTextureFiltering( true );
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DISPLAY->SetTextureFiltering( true );
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}
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}
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}
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}
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@@ -1030,7 +1030,7 @@ void RageDisplay_D3D::SetBlendMode( BlendMode mode )
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/* This is almost exclusively used to draw masks to the Z-buffer. Make sure
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/* This is almost exclusively used to draw masks to the Z-buffer. Make sure
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* masks always win the depth test when drawn at the same position. */
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* masks always win the depth test when drawn at the same position. */
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g_pd3dDevice->SetRenderState( D3DRS_ZBIAS, 1 );
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g_pd3dDevice->SetRenderState( D3DRS_ZBIAS, 30 ); // this bias is bigger than it needs to be to handle the coplanar case
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break;
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break;
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default:
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default:
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@@ -1475,7 +1475,7 @@ void RageDisplay_OGL::SetBlendMode( BlendMode mode )
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/* This is almost exclusively used to draw masks to the Z-buffer. Make sure
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/* This is almost exclusively used to draw masks to the Z-buffer. Make sure
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* masks always win the depth test when drawn at the same position. */
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* masks always win the depth test when drawn at the same position. */
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glDepthRange( 0.0, 0.95 );
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glDepthRange( 0.0, 0.95 ); // this bias is bigger than it needs to be to handle the coplanar case
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break;
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break;
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default:
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default:
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ASSERT(0);
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ASSERT(0);
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