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Some code cleaning for my last commit.
the amount and size of the buffer is now changed to "new hardware" frienly values and will fall back to the right values if hardware does not support them. my next commit will be to a branch, with my ogl work.
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@ -1202,7 +1202,9 @@ void Renderer::ApplyState(bool bUseDstAlpha)
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D3D::ChangeRenderState(D3DRS_ALPHABLENDENABLE, false);
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if(bpmem.zmode.testenable && bpmem.zmode.updateenable)
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{
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D3D::ChangeRenderState(D3DRS_ZENABLE, TRUE);
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//This is needed to draw to the correct pixels in multi-pass algorithms
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//this avoid z-figthing and grants that you write to the same pixels
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//affected by the last pass
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D3D::ChangeRenderState(D3DRS_ZWRITEENABLE, false);
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D3D::ChangeRenderState(D3DRS_ZFUNC, D3DCMP_EQUAL);
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}
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@ -1215,7 +1217,6 @@ void Renderer::RestoreState()
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D3D::RefreshRenderState(D3DRS_ALPHABLENDENABLE);
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if(bpmem.zmode.testenable && bpmem.zmode.updateenable)
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{
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D3D::RefreshRenderState(D3DRS_ZENABLE);
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D3D::RefreshRenderState(D3DRS_ZWRITEENABLE);
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D3D::RefreshRenderState(D3DRS_ZFUNC);
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}
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