handle TextureTranslateScale in the software vertex path
TODO: refactor this
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@@ -916,6 +916,31 @@ public:
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glEnableClientState(GL_NORMAL_ARRAY);
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glNormalPointer(GL_FLOAT, 0, &m_vNormal[0]);
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if( meshInfo.m_bNeedsTextureMatrixScale )
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{
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// Kill the texture translation.
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// XXX: Change me to scale the translation by the TextureTranslationScale of the first vertex.
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RageMatrix mat;
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glGetFloatv( GL_TEXTURE_MATRIX , (float*)mat );
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/*
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for( int i=0; i<4; i++ )
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{
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CString s;
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for( int j=0; j<4; j++ )
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s += ssprintf( "%f ", mat.m[i][j] );
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LOG->Trace( s );
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}
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*/
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mat.m[3][0] = 0;
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mat.m[3][1] = 0;
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mat.m[3][2] = 0;
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glMatrixMode( GL_TEXTURE );
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glLoadMatrixf( (const float*)mat );
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}
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glDrawElements(
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GL_TRIANGLES,
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meshInfo.iTriangleCount*3,
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@@ -1173,7 +1198,7 @@ void RageCompiledGeometryHWOGL::Draw( int iMeshIndex ) const
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if( meshInfo.m_bNeedsTextureMatrixScale )
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{
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if( g_bTextureMatrixShader != 0 )
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if( false ) //g_bTextureMatrixShader != 0 )
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{
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/* If we're using texture matrix scales, set up that buffer, too, and enable the
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* vertex shader. This shader doesn't support all OpenGL state, so only enable it
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