use same zbias in D3D as OpenGL

This commit is contained in:
Chris Danford
2004-04-25 18:52:27 +00:00
parent 11c7a06e23
commit 3963ee8501
3 changed files with 2 additions and 3 deletions
-1
View File
@@ -488,7 +488,6 @@ void Model::DrawPrimitives()
DISPLAY->SetSphereEnironmentMapping( mat.alpha.bSphereMapped ); DISPLAY->SetSphereEnironmentMapping( mat.alpha.bSphereMapped );
// UGLY: This overrides the Actor's BlendMode // UGLY: This overrides the Actor's BlendMode
DISPLAY->SetTextureModeAdd(); DISPLAY->SetTextureModeAdd();
//DISPLAY->SetTextureModeModulate();
DISPLAY->SetTextureFiltering( true ); DISPLAY->SetTextureFiltering( true );
} }
} }
+1 -1
View File
@@ -1030,7 +1030,7 @@ void RageDisplay_D3D::SetBlendMode( BlendMode mode )
/* This is almost exclusively used to draw masks to the Z-buffer. Make sure /* This is almost exclusively used to draw masks to the Z-buffer. Make sure
* masks always win the depth test when drawn at the same position. */ * masks always win the depth test when drawn at the same position. */
g_pd3dDevice->SetRenderState( D3DRS_ZBIAS, 1 ); g_pd3dDevice->SetRenderState( D3DRS_ZBIAS, 30 ); // this bias is bigger than it needs to be to handle the coplanar case
break; break;
default: default:
+1 -1
View File
@@ -1475,7 +1475,7 @@ void RageDisplay_OGL::SetBlendMode( BlendMode mode )
/* This is almost exclusively used to draw masks to the Z-buffer. Make sure /* This is almost exclusively used to draw masks to the Z-buffer. Make sure
* masks always win the depth test when drawn at the same position. */ * masks always win the depth test when drawn at the same position. */
glDepthRange( 0.0, 0.95 ); glDepthRange( 0.0, 0.95 ); // this bias is bigger than it needs to be to handle the coplanar case
break; break;
default: default:
ASSERT(0); ASSERT(0);