- removed some useless WARNs
- fixed backface culling and material settings
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@ -1478,19 +1478,19 @@ GL_IDirect3DDeviceImpl_7_SetMaterial(LPDIRECT3DDEVICE7 iface,
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This->current_material = *lpMat;
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glMaterialfv(GL_FRONT,
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glMaterialfv(GL_FRONT_AND_BACK,
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GL_DIFFUSE,
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(float *) &(This->current_material.u.diffuse));
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glMaterialfv(GL_FRONT,
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glMaterialfv(GL_FRONT_AND_BACK,
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GL_AMBIENT,
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(float *) &(This->current_material.u1.ambient));
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glMaterialfv(GL_FRONT,
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glMaterialfv(GL_FRONT_AND_BACK,
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GL_SPECULAR,
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(float *) &(This->current_material.u2.specular));
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glMaterialfv(GL_FRONT,
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glMaterialfv(GL_FRONT_AND_BACK,
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GL_EMISSION,
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(float *) &(This->current_material.u3.emissive));
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glMaterialf(GL_FRONT,
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glMaterialf(GL_FRONT_AND_BACK,
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GL_SHININESS,
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This->current_material.u4.power); /* Not sure about this... */
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@ -290,19 +290,19 @@ static void activate(IDirect3DMaterialImpl* This) {
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/* Set the current Material */
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_dump_colorvalue("Diffuse", This->mat.u.diffuse);
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glMaterialfv(GL_FRONT,
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glMaterialfv(GL_FRONT_AND_BACK,
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GL_DIFFUSE,
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(float *) &(This->mat.u.diffuse));
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_dump_colorvalue("Ambient", This->mat.u1.ambient);
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glMaterialfv(GL_FRONT,
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glMaterialfv(GL_FRONT_AND_BACK,
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GL_AMBIENT,
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(float *) &(This->mat.u1.ambient));
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_dump_colorvalue("Specular", This->mat.u2.specular);
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glMaterialfv(GL_FRONT,
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glMaterialfv(GL_FRONT_AND_BACK,
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GL_SPECULAR,
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(float *) &(This->mat.u2.specular));
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_dump_colorvalue("Emissive", This->mat.u3.emissive);
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glMaterialfv(GL_FRONT,
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glMaterialfv(GL_FRONT_AND_BACK,
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GL_EMISSION,
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(float *) &(This->mat.u3.emissive));
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@ -110,7 +110,7 @@ Main_IDirect3DVertexBufferImpl_7_1T_Unlock(LPDIRECT3DVERTEXBUFFER7 iface)
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{
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ICOM_THIS_FROM(IDirect3DVertexBufferImpl, IDirect3DVertexBuffer7, iface);
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TRACE("(%p/%p)->()\n", This, iface);
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/* Nothing to do */
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/* Nothing to do here for now. Maybe some optimizations if ever we want to do some :-) */
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return DD_OK;
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}
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@ -312,12 +312,12 @@ void set_render_state(D3DRENDERSTATETYPE dwRenderStateType,
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/* Not sure about these... The DirectX doc is, well, pretty unclear :-) */
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case D3DCULL_CW:
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glEnable(GL_CULL_FACE);
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glFrontFace(GL_CW);
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glFrontFace(GL_CCW);
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glCullFace(GL_BACK);
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break;
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case D3DCULL_CCW:
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glEnable(GL_CULL_FACE);
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glFrontFace(GL_CCW);
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glFrontFace(GL_CW);
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glCullFace(GL_BACK);
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break;
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default:
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