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ok, something aparently went wrong, last time, so I'm commiting again
hopefully it should work this time damnit WORK!!!
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@@ -9,13 +9,17 @@
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/*
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* $Logfile: /Freespace2/code/Freespace2/FreeSpace.cpp $
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* $Revision: 2.276 $
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* $Date: 2007-01-08 00:50:58 $
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* $Author: Goober5000 $
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* $Revision: 2.277 $
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* $Date: 2007-01-14 14:03:32 $
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* $Author: bobboau $
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*
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* FreeSpace main body
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*
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* $Log: not supported by cvs2svn $
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* Revision 2.276 2007/01/08 00:50:58 Goober5000
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* remove WMC's limbo code, per our discussion a few months ago
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* this will later be handled by copying ship stats using sexps or scripts
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*
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* Revision 2.275 2007/01/07 12:34:36 taylor
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* proper envmap generation for OpenGL
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*
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@@ -4149,7 +4153,8 @@ void game_get_framerate()
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char filename[MAX_PATH];
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int size;
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memblockinfo_sort();
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for(int i = 0; i < 30; i++)
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int i;
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for(i = 0; i < 30; i++)
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{
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memblockinfo_sort_get_entry(i, filename, &size);
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@@ -5071,7 +5076,7 @@ vec3d Dead_player_last_vel = { { { 1.0f, 1.0f, 1.0f } } };
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extern float View_zoom;
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inline void render_environment(int i, vec3d *eye_pos, matrix *new_orient, float new_zoom)
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{
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bm_set_render_target( (Game_subspace_effect) ? gr_screen.dynamic_environment_map : gr_screen.static_environment_map, i);
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bm_set_render_target( (Game_subspace_effect || The_mission.flags & MISSION_FLAG_DYNAMIC_ENVIRONMENT_MAP) ? gr_screen.dynamic_environment_map : gr_screen.static_environment_map, i);
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gr_clear();
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@@ -5109,7 +5114,7 @@ void setup_environment_mapping(vec3d *eye_pos, matrix *eye_orient)
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return;
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}
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if ( (Game_subspace_effect && (gr_screen.dynamic_environment_map < 0)) || (!Game_subspace_effect && (gr_screen.static_environment_map < 0)) ) {
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if ( ((Game_subspace_effect || The_mission.flags & MISSION_FLAG_DYNAMIC_ENVIRONMENT_MAP) && (gr_screen.dynamic_environment_map < 0)) || (!(Game_subspace_effect || The_mission.flags & MISSION_FLAG_DYNAMIC_ENVIRONMENT_MAP) && (gr_screen.static_environment_map < 0)) ) {
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if (ENVMAP >= 0)
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return;
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@@ -5125,7 +5130,7 @@ void setup_environment_mapping(vec3d *eye_pos, matrix *eye_orient)
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return;
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}
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ENVMAP = (Game_subspace_effect) ? gr_screen.dynamic_environment_map : gr_screen.static_environment_map;
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ENVMAP = (Game_subspace_effect || The_mission.flags & MISSION_FLAG_DYNAMIC_ENVIRONMENT_MAP) ? gr_screen.dynamic_environment_map : gr_screen.static_environment_map;
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/*
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Envmap matrix setup -- left-handed
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@@ -5514,8 +5519,10 @@ void game_render_frame( vec3d *eye_pos, matrix *eye_orient )
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shield_point_multi_setup();
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}
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void stars_add_lights();
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stars_add_lights();
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// this needs to happen after g3_start_frame() and before the primary projection and view matrix is setup
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if ( Cmdline_env && (!cube_map_drawen || Game_subspace_effect) ) {
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if ( Cmdline_env && (!cube_map_drawen || Game_subspace_effect || The_mission.flags & MISSION_FLAG_DYNAMIC_ENVIRONMENT_MAP) ) {
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setup_environment_mapping(eye_pos, eye_orient);
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cube_map_drawen = true;
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}
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