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GRIM: Ported debug shadow plane draw from opengl to tinygl
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ce0427e130
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@ -625,8 +625,7 @@ void GfxOpenGL::drawShadowPlanes() {
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glVertex3f(shadowSector->getVertices()[k].x(), shadowSector->getVertices()[k].y(), shadowSector->getVertices()[k].z());
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}
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glEnd();
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}
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*/
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}*/
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glPushMatrix();
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@ -550,6 +550,17 @@ void GfxTinyGL::finishActorDraw() {
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}
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void GfxTinyGL::drawShadowPlanes() {
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/* tglColor3f(1.0f, 1.0f, 1.0f);
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_currentShadowArray->planeList.begin();
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for (SectorListType::iterator i = _currentShadowArray->planeList.begin(); i != _currentShadowArray->planeList.end(); i++) {
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Sector *shadowSector = i->sector;
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tglBegin(TGL_POLYGON);
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for (int k = 0; k < shadowSector->getNumVertices(); k++) {
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tglVertex3f(shadowSector->getVertices()[k].x(), shadowSector->getVertices()[k].y(), shadowSector->getVertices()[k].z());
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}
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tglEnd();
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}*/
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tglPushMatrix();
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if (g_grim->getGameType() == GType_MONKEY4) {
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