diff --git a/Src/Graphics/Render3D.cpp b/Src/Graphics/Render3D.cpp index 4a20c9c..2a5b836 100644 --- a/Src/Graphics/Render3D.cpp +++ b/Src/Graphics/Render3D.cpp @@ -706,7 +706,8 @@ void CRender3D::DescendCullingNode(UINT32 addr) // Proceed to second link glPopMatrix(); - DescendNodePtr(node2Ptr); + if ((node[0x00] & 0x07) != 0x06) // seems to indicate second link is invalid (fixes circular references) + DescendNodePtr(node2Ptr); --stackDepth; // Restore old texture offsets @@ -815,7 +816,7 @@ void CRender3D::RenderViewport(UINT32 addr, int pri) int curPri; int vpX, vpY, vpWidth, vpHeight; int spotColorIdx; - GLfloat vpTopAngle, vpBotAngle, fovYDegrees, near, far; + GLfloat vpTopAngle, vpBotAngle, fovYDegrees; GLfloat scrollFog, scrollAtt; // Translate address and obtain pointer @@ -848,20 +849,8 @@ void CRender3D::RenderViewport(UINT32 addr, int pri) vpTopAngle = (float) asin(*(float *)&vpnode[0x0E]); // FOV Y upper half-angle (radians) vpBotAngle = (float) asin(*(float *)&vpnode[0x12]); // FOV Y lower half-angle fovYDegrees = (vpTopAngle+vpBotAngle)*(float)(180.0/3.14159265358979323846); - // TO-DO: figure out how near and far planes are stored - if (step >= 0x15) - { - near = 1e-2; - far = 1e5; - } - else - { - // Move near plane out a bit on Step 1.0 to avoid issues w/ Z-fighting. - // This may be unnecessary. - near = 1e-1; - far = 1e5; - } - + // TO-DO: investigate clipping planes + // Set up viewport and projection (TO-DO: near and far clipping) glMatrixMode(GL_PROJECTION); glLoadIdentity(); @@ -872,8 +861,7 @@ void CRender3D::RenderViewport(UINT32 addr, int pri) viewportY = yOffs + (GLint) ((float)(384-(vpY+vpHeight))*yRatio); viewportWidth = totalXRes; viewportHeight = (GLint) ((float)vpHeight*yRatio); - gluPerspective(fovYDegrees,(GLfloat)viewportWidth/(GLfloat)viewportHeight,0.01f,1e5); - //gluPerspective(fovYDegrees,(GLfloat)viewportWidth/(GLfloat)viewportHeight,0.1f,1e5); // use actual full screen ratio to get proper X FOV + gluPerspective(fovYDegrees,(GLfloat)viewportWidth/(GLfloat)viewportHeight,0.1f,1e5); // use actual full screen ratio to get proper X FOV //printf("viewportX=%d, viewportY=%d, viewportWidth=%d, viewportHeight=%d\tvpY=%d vpHeight=%d\n", viewportX, viewportY, viewportWidth, viewportHeight, vpY,vpHeight); } else