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https://github.com/kevinbentley/Descent3.git
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Delete empty method
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@ -809,9 +809,6 @@ void TCAMCallback(void) {
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rend_SetOverlayType(OT_NONE);
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rend_SetZBufferState(1);
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if (AM_terrain)
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rend_SetZValues(0, VisibleTerrainZ);
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TCAMBuildRoomList(Viewer_object->roomnum);
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// Render all rooms in view
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for (int i = 0; i < Num_AM_rooms; i++) {
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@ -3462,12 +3462,10 @@ void RenderMine(int viewer_roomnum, int flag_automap, int called_from_terrain) {
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g3_SetFarClipZ(VisibleTerrainZ);
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if ((Terrain_sky.flags & TF_FOG) && (UseHardware || (!UseHardware && Lighting_on))) {
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rend_SetZValues(0, VisibleTerrainZ);
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rend_SetFogState(1);
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rend_SetFogBorders(VisibleTerrainZ * .85, VisibleTerrainZ);
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rend_SetFogColor(Terrain_sky.fog_color);
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} else
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rend_SetZValues(0, 5000);
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}
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}
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// First render mirrored rooms
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@ -1406,15 +1406,11 @@ void RenderTerrain(uint8_t from_mine, int left, int top, int right, int bot) {
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#ifndef NEWEDITOR
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if ((Terrain_sky.flags & TF_FOG) && (UseHardware || (!UseHardware && Lighting_on))) {
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rend_SetZValues(0, VisibleTerrainZ);
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rend_SetFogState(1);
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rend_SetFogBorders(VisibleTerrainZ * Terrain_sky.fog_scalar, Far_fog_border);
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rend_SetFogColor(Terrain_sky.fog_color);
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} else
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#endif
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{
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rend_SetZValues(0, 5000);
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}
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#endif
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// And display!
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if (nt > 0) {
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@ -488,9 +488,6 @@ void rend_SetFiltering(int8_t state);
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// Sets the state of zbuffering to on or off
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void rend_SetZBufferState(int8_t state);
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// Sets the near and far planes for z buffer
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void rend_SetZValues(float nearz, float farz);
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// Sets a bitmap as an overlay to rendered on top of the next texture map
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void rend_SetOverlayMap(int handle);
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@ -127,15 +127,6 @@ void rend_SetFiltering(int8_t state) {
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gpu_state.cur_bilinear_state = state;
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}
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// Sets the near and far planes for z buffer
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void rend_SetZValues(float nearz, float farz) {
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// mprintf(0,"OPENGL:Setting depth range to %f - %f\n",nearz,farz);
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// JEFF: glDepthRange must take parameters [0,1]
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// It is set in init
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//@@dglDepthRange (0,farz);
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}
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// Sets a bitmap as a overlay map to rendered on top of the next texture map
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// a -1 value indicates no overlay map
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void rend_SetOverlayMap(int handle) { gpu_Overlay_map = handle; }
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@ -275,7 +275,6 @@ void opengl_SetDefaults() {
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rend_SetTextureType(TT_FLAT);
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rend_SetColorModel(CM_RGB);
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rend_SetZBufferState(1);
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rend_SetZValues(0, 3000);
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rend_SetGammaValue(gpu_preferred_state.gamma);
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OpenGL_last_bound[0] = 9999999;
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OpenGL_last_bound[1] = 9999999;
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