[Scummvm-git-logs] scummvm master -> 1f08e8e8bfa97c4c00d5d8b1ec6ac02a4460c512
aquadran
noreply at scummvm.org
Mon May 19 05:20:48 UTC 2025
This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://api.github.com/repos/scummvm/scummvm .
Summary:
1f08e8e8bf WINTERMUTE: Remove PolygonMode usage where is not needed
Commit: 1f08e8e8bfa97c4c00d5d8b1ec6ac02a4460c512
https://github.com/scummvm/scummvm/commit/1f08e8e8bfa97c4c00d5d8b1ec6ac02a4460c512
Author: PaweÅ KoÅodziejski (aquadran at gmail.com)
Date: 2025-05-19T07:20:44+02:00
Commit Message:
WINTERMUTE: Remove PolygonMode usage where is not needed
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 b52d0e69613..c13b3f5af7d 100644
--- a/engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp
+++ b/engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp
@@ -154,7 +154,6 @@ bool BaseRenderOpenGL3D::setup2D(bool force) {
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GEQUAL, 0.0f);
- glPolygonMode(GL_FRONT, GL_FILL);
glFrontFace(GL_CCW); // WME DX have CW
glEnable(GL_CULL_FACE);
glDisable(GL_STENCIL_TEST);
@@ -187,7 +186,6 @@ bool BaseRenderOpenGL3D::setup3D(Camera3D *camera, bool force) {
setAmbientLightRenderState();
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
if (camera)
@@ -279,7 +277,6 @@ bool BaseRenderOpenGL3D::setupLines() {
float value[] = { 0, 0, 0, 0 };
- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
glFrontFace(GL_CW); // WME DX have CCW
@@ -678,6 +675,7 @@ void BaseRenderOpenGL3D::displaySimpleShadow(BaseObject *object) {
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ glDisable(GL_TEXTURE_2D);
glDepthMask(GL_TRUE);
}
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 d8c741416e5..740c157a2c0 100644
--- a/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp
+++ b/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp
@@ -161,7 +161,6 @@ bool BaseRenderOpenGL3DShader::setup2D(bool force) {
_alphaRef = 0.0f;
- glPolygonMode(GL_FRONT, GL_FILL);
glFrontFace(GL_CCW); // WME DX have CW
glEnable(GL_CULL_FACE);
glDisable(GL_STENCIL_TEST);
@@ -183,14 +182,13 @@ bool BaseRenderOpenGL3DShader::setup3D(Camera3D *camera, bool force) {
// It will be enabled in other places when needed.
// This is delta compared to original sources.
glDisable(GL_BLEND);
-
+
glEnable(GL_DEPTH_TEST);
// WME uses 8 as a reference value and Direct3D expects it to be in the range [0, 255]
_alphaRef = 8 / 255.0f;
setAmbientLightRenderState();
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
if (camera)
@@ -294,7 +292,6 @@ bool BaseRenderOpenGL3DShader::setupLines() {
if (_state != RSTATE_LINES) {
_state = RSTATE_LINES;
- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glDisable(GL_DEPTH_TEST);
glFrontFace(GL_CW); // WME DX have CCW
glEnable(GL_CULL_FACE);
@@ -313,8 +310,9 @@ bool BaseRenderOpenGL3DShader::setupLines() {
bool BaseRenderOpenGL3DShader::drawSpriteEx(BaseSurface *tex, const Wintermute::Rect32 &rect,
const Wintermute::Vector2 &pos, const Wintermute::Vector2 &rot,
- const Wintermute::Vector2 &scale, float angle, uint32 color,
- bool alphaDisable, Graphics::TSpriteBlendMode blendMode,
+ const Wintermute::Vector2 &scale,
+ float angle, uint32 color, bool alphaDisable,
+ Graphics::TSpriteBlendMode blendMode,
bool mirrorX, bool mirrorY) {
BaseSurfaceOpenGL3D *texture = dynamic_cast<BaseSurfaceOpenGL3D *>(tex);
if (!texture)
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