update librw; little fix
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@ -245,10 +245,16 @@ CGame::InitialiseRenderWare(void)
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#ifdef LIBRW
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#ifdef PS2_MATFX
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rw::MatFX::modulateEnvMap = true;
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rw::MatFX::envMapApplyLight = true;
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rw::MatFX::envMapUseMatColor = true;
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rw::MatFX::envMapFlipU = true;
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#else
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rw::MatFX::modulateEnvMap = false;
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rw::MatFX::envMapApplyLight = false;
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rw::MatFX::envMapUseMatColor = false;
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rw::MatFX::envMapFlipU = false;
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#endif
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rw::RGBA envcol = { 128, 128, 128, 255 };
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rw::MatFX::envMapColor = envcol;
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#else
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#ifdef PS2_MATFX
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ReplaceMatFxCallback();
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@ -964,6 +964,11 @@ extern bool gbRenderWorld2;
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DebugMenuAddVar("Render", "Intensity", &CPostFX::Intensity, nil, 0.05f, 0, 10.0f);
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DebugMenuAddVarBool8("Render", "Motion Blur", &CPostFX::MotionBlurOn, nil);
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#endif
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#ifdef LIBRW
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DebugMenuAddVarBool32("Render", "MatFX env map apply light", &rw::MatFX::envMapApplyLight, nil);
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DebugMenuAddVarBool32("Render", "MatFX env map flip U", &rw::MatFX::envMapFlipU, nil);
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DebugMenuAddVarBool32("Render", "MatFX env map use matcolor", &rw::MatFX::envMapUseMatColor, nil);
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#endif
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#ifdef EXTENDED_PIPELINES
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static const char *vehpipenames[] = { "MatFX", "Neo" };
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e = DebugMenuAddVar("Render", "Vehicle Pipeline", &CustomPipes::VehiclePipeSwitch, nil,
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@ -1451,7 +1451,7 @@ CRenderer::ScanBigBuildingList(CPtrList &list)
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// all missing from game actually
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TestedBigBuildings++;
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#endif
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if(!ent->bZoneCulled){
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if(!ent->bZoneCulled || gbDisableZoneCull){
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if(SetupBigBuildingVisibility(ent) == VIS_VISIBLE)
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InsertEntityIntoList(ent);
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#ifndef MASTER
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2
vendor/librw
vendored
2
vendor/librw
vendored
@ -1 +1 @@
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Subproject commit 8b2caf8f86b4f793d07fbc6b7d0bd4aafd22162f
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Subproject commit 0102f8836754c82b0ac35015bd1e6058904bc334
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