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HUD rendering bug fixes
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@@ -206,6 +206,26 @@ enum class ETexelFormat
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CMPRPC = 18,
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};
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/*
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#define DEPTH_FAR 1.f
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#define DEPTH_SKY 0.999f
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#define DEPTH_TARGET_MANAGER 0.12500012f
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#define DEPTH_WORLD (1.f / 8.f)
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#define DEPTH_GUN (1.f / 32.f)
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#define DEPTH_SCREEN_ACTORS (1.f / 64.f)
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#define DEPTH_HUD (1.f / 512.f)
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#define DEPTH_NEAR 0.f
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*/
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#define DEPTH_FAR 1.f
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#define DEPTH_SKY 0.999f
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#define DEPTH_TARGET_MANAGER 0.12500012f
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#define DEPTH_WORLD (1.f / 8.f)
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#define DEPTH_GUN (1.f / 32.f)
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#define DEPTH_SCREEN_ACTORS (1.f / 64.f)
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#define DEPTH_HUD (1.f / 512.f)
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#define DEPTH_NEAR 0.f
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class CGraphics
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{
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public:
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@@ -334,10 +354,10 @@ public:
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{
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g_BooMainCommandQueue->setShaderDataBinding(binding);
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}
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static void ResolveSpareTexture(const SClipScreenRect& rect, int bindIdx=0)
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static void ResolveSpareTexture(const SClipScreenRect& rect, int bindIdx=0, bool clearDepth=false)
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{
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boo::SWindowRect wrect = {rect.x4_left, rect.x8_top, rect.xc_width, rect.x10_height};
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g_BooMainCommandQueue->resolveBindTexture(g_SpareTexture, wrect, true, bindIdx, true, false);
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g_BooMainCommandQueue->resolveBindTexture(g_SpareTexture, wrect, true, bindIdx, true, false, clearDepth);
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}
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static void ResolveSpareDepth(const SClipScreenRect& rect, int bindIdx=0)
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{
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