diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index 14b15561..0e356269 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -4592,8 +4592,6 @@ if (0) if (cv_grfog.value) HWD.pfnSetSpecialState(HWD_SET_FOG_MODE, 0); - HWR_DoPostProcessor(player); - // Check for new console commands. NetUpdate(); @@ -4612,6 +4610,15 @@ void HWR_RenderPlayerView(INT32 viewnumber, player_t *player) const boolean skybox = (skyboxmo[0] && cv_skybox.value); // True if there's a skybox object and skyboxes are on + FRGBAFloat ClearColor; + + ClearColor.red = 0.0f; + ClearColor.green = 0.0f; + ClearColor.blue = 0.0f; + ClearColor.alpha = 1.0f; + + HWD.pfnClearBuffer(true, false, &ClearColor); // Clear the Color Buffer, stops HOMs. Also seems to fix the skybox issue on Intel GPUs. + if (skybox && drawsky) // If there's a skybox and we should be drawing the sky, draw the skybox HWR_RenderSkyboxView(viewnumber, player); // This is drawn before everything else so it is placed behind @@ -4687,7 +4694,7 @@ void HWR_RenderPlayerView(INT32 viewnumber, player_t *player) gr_fovlud = (float)(1.0l/tan((double)(fpov*M_PIl/360l))); //------------------------------------------------------------------------ - HWR_ClearView(); + HWR_ClearView(); // Clears the depth buffer and resets the view I believe if (0) { // I don't think this is ever used. @@ -5224,11 +5231,19 @@ void HWR_DoPostProcessor(player_t *player) FOutVector v[4]; FSurfaceInfo Surf; - v[0].x = v[2].y = v[3].x = v[3].y = -1.0f; - v[0].y = v[1].x = v[1].y = v[2].x = 1.0f; - v[0].z = v[1].z = v[2].z = v[3].z = 1.0f; + v[0].x = v[2].y = v[3].x = v[3].y = -4.0f; + v[0].y = v[1].x = v[1].y = v[2].x = 4.0f; + v[0].z = v[1].z = v[2].z = v[3].z = 4.0f; // 4.0 because of the same reason as with the sky, just after the screen is cleared so near clipping plane is 3.99 + + // This won't change if the flash palettes are changed unfortunately, but it works for its purpose + if (player->flashpal == PAL_NUKE) + { + Surf.FlatColor.s.red = 0xff; + Surf.FlatColor.s.green = Surf.FlatColor.s.blue = 0x7F; // The nuke palette is kind of pink-ish + } + else + Surf.FlatColor.s.red = Surf.FlatColor.s.green = Surf.FlatColor.s.blue = 0xff; - Surf.FlatColor.s.red = Surf.FlatColor.s.green = Surf.FlatColor.s.blue = 0xff; Surf.FlatColor.s.alpha = 0xc0; // match software mode HWD.pfnDrawPolygon(&Surf, v, 4, PF_Modulated|PF_Additive|PF_NoTexture|PF_NoDepthTest|PF_Clip|PF_NoZClip);