[Scummvm-git-logs] scummvm master -> 51f7cf16c2da8210af847a5e6bebc3b0b662c9cd

aquadran noreply at scummvm.org
Sun Nov 3 09:38:53 UTC 2024


This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .

Summary:
51f7cf16c2 WINTERMUTE: Document winding order differences compared to original


Commit: 51f7cf16c2da8210af847a5e6bebc3b0b662c9cd
    https://github.com/scummvm/scummvm/commit/51f7cf16c2da8210af847a5e6bebc3b0b662c9cd
Author: Paweł Kołodziejski (aquadran at gmail.com)
Date: 2024-11-03T10:38:47+01:00

Commit Message:
WINTERMUTE: Document winding order differences compared to original

Changed paths:
    engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp
    engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp


diff --git a/engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp b/engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp
index 423e9f0fde7..c3eb1d380a4 100644
--- a/engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp
+++ b/engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp
@@ -137,7 +137,7 @@ bool BaseRenderOpenGL3D::setup2D(bool force) {
 		glAlphaFunc(GL_GEQUAL, 0.0f);
 
 		glPolygonMode(GL_FRONT, GL_FILL);
-		glFrontFace(GL_CCW);
+		glFrontFace(GL_CCW); // DX have CW
 		glEnable(GL_CULL_FACE);
 		glDisable(GL_STENCIL_TEST);
 
@@ -287,7 +287,7 @@ bool BaseRenderOpenGL3D::setupLines() {
 		glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
 		glDisable(GL_LIGHTING);
 		glDisable(GL_DEPTH_TEST);
-		glFrontFace(GL_CW);
+		glFrontFace(GL_CW); // WME DX have CCW
 		glEnable(GL_CULL_FACE);
 		glEnable(GL_BLEND);
 		glEnable(GL_ALPHA_TEST);
@@ -777,7 +777,7 @@ void BaseRenderOpenGL3D::renderSceneGeometry(const BaseArray<AdWalkplane *> &pla
 	glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
 	glDisable(GL_LIGHTING);
 	glDisable(GL_DEPTH_TEST);
-	glFrontFace(GL_CW);
+	glFrontFace(GL_CW); // WME DX have CCW
 	glEnable(GL_BLEND);
 	glDisable(GL_ALPHA_TEST);
 	glDisable(GL_TEXTURE_2D);
@@ -860,7 +860,7 @@ void BaseRenderOpenGL3D::renderShadowGeometry(const BaseArray<AdWalkplane *> &pl
 	glDisable(GL_TEXTURE_2D);
 	glBindTexture(GL_TEXTURE_2D, 0);
 
-	glFrontFace(GL_CW);
+	glFrontFace(GL_CW); // WME DX have CCW
 
 	// render blocks
 	for (uint i = 0; i < blocks.size(); i++) {
@@ -888,7 +888,7 @@ void BaseRenderOpenGL3D::renderShadowGeometry(const BaseArray<AdWalkplane *> &pl
 
 // implements D3D SetRenderState() D3DRS_CULLMODE - CCW
 void BaseRenderOpenGL3D::enableCulling() {
-	glFrontFace(GL_CW);
+	glFrontFace(GL_CW); // WME DX have CCW
 	glEnable(GL_CULL_FACE);
 }
 
diff --git a/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp b/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp
index e8775ab295a..299f4734e07 100644
--- a/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp
+++ b/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp
@@ -155,7 +155,7 @@ bool BaseRenderOpenGL3DShader::setup2D(bool force) {
 		glDisable(GL_STENCIL_TEST);
 
 		glEnable(GL_CULL_FACE);
-		glFrontFace(GL_CCW);
+		glFrontFace(GL_CCW);  // WME DX have CW
 		glEnable(GL_BLEND);
 		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 
@@ -273,7 +273,7 @@ bool BaseRenderOpenGL3DShader::setupLines() {
 		_state = RSTATE_LINES;
 
 		glDisable(GL_DEPTH_TEST);
-		glFrontFace(GL_CW);
+		glFrontFace(GL_CW); // WME DX have CCW
 		glEnable(GL_CULL_FACE);
 		glEnable(GL_BLEND);
 		glEnable(GL_ALPHA_TEST);
@@ -699,7 +699,7 @@ void BaseRenderOpenGL3DShader::renderShadowGeometry(const BaseArray<AdWalkplane
 	_lastTexture = nullptr;
 	glBindTexture(GL_TEXTURE_2D, 0);
 
-	glFrontFace(GL_CW);
+	glFrontFace(GL_CW); // WME DX have CCW
 
 	// render blocks
 	for (uint i = 0; i < blocks.size(); i++) {
@@ -727,7 +727,7 @@ void BaseRenderOpenGL3DShader::renderShadowGeometry(const BaseArray<AdWalkplane
 
 // implements D3D SetRenderState() D3DRS_CULLMODE - CCW
 void BaseRenderOpenGL3DShader::enableCulling() {
-	glFrontFace(GL_CW);
+	glFrontFace(GL_CW); // WME DX have CCW
 	glEnable(GL_CULL_FACE);
 }
 




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