mirror of https://github.com/aap/librw.git
moved d3d9 device reset to a hopefully better spot
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05db81b92f
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@ -985,97 +985,6 @@ setViewport(Raster *fb)
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vp.Height = fb->height;
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d3ddevice->SetViewport(&vp);
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}
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static void
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beginUpdate(Camera *cam)
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{
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float view[16], proj[16];
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// View Matrix
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Matrix inv;
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Matrix::invert(&inv, cam->getFrame()->getLTM());
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// Since we're looking into positive Z,
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// flip X to ge a left handed view space.
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view[0] = -inv.right.x;
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view[1] = inv.right.y;
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view[2] = inv.right.z;
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view[3] = 0.0f;
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view[4] = -inv.up.x;
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view[5] = inv.up.y;
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view[6] = inv.up.z;
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view[7] = 0.0f;
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view[8] = -inv.at.x;
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view[9] = inv.at.y;
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view[10] = inv.at.z;
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view[11] = 0.0f;
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view[12] = -inv.pos.x;
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view[13] = inv.pos.y;
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view[14] = inv.pos.z;
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view[15] = 1.0f;
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memcpy(&cam->devView, view, sizeof(RawMatrix));
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// d3ddevice->SetTransform(D3DTS_VIEW, (D3DMATRIX*)view);
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// Projection Matrix
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float32 invwx = 1.0f/cam->viewWindow.x;
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float32 invwy = 1.0f/cam->viewWindow.y;
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float32 invz = 1.0f/(cam->farPlane-cam->nearPlane);
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proj[0] = invwx;
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proj[1] = 0.0f;
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proj[2] = 0.0f;
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proj[3] = 0.0f;
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proj[4] = 0.0f;
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proj[5] = invwy;
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proj[6] = 0.0f;
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proj[7] = 0.0f;
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proj[8] = cam->viewOffset.x*invwx;
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proj[9] = cam->viewOffset.y*invwy;
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proj[12] = -proj[8];
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proj[13] = -proj[9];
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if(cam->projection == Camera::PERSPECTIVE){
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proj[10] = cam->farPlane*invz;
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proj[11] = 1.0f;
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proj[15] = 0.0f;
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}else{
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proj[10] = invz;
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proj[11] = 0.0f;
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proj[15] = 1.0f;
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}
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proj[14] = -cam->nearPlane*proj[10];
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memcpy(&cam->devProj, proj, sizeof(RawMatrix));
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// d3ddevice->SetTransform(D3DTS_PROJECTION, (D3DMATRIX*)proj);
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// TODO: figure out where this is really done
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// setRenderState(D3DRS_FOGSTART, *(uint32*)&cam->fogPlane);
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// setRenderState(D3DRS_FOGEND, *(uint32*)&cam->farPlane);
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d3dShaderState.fogData.start = cam->fogPlane;
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d3dShaderState.fogData.end = cam->farPlane;
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d3dShaderState.fogData.range = 1.0f/(cam->fogPlane - cam->farPlane);
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// TODO: not quite sure this is the right place to do this...
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d3dShaderState.fogData.disable = rwStateCache.fogenable ? 0.0f : 1.0f;
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d3dShaderState.fogDisable.start = 0.0f;
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d3dShaderState.fogDisable.end = 0.0f;
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d3dShaderState.fogDisable.range = 0.0f;
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d3dShaderState.fogDisable.disable = 1.0f;
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d3dShaderState.fogDirty = true;
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setRenderSurfaces(cam);
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setViewport(cam->frameBuffer);
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d3ddevice->BeginScene();
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}
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static void
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endUpdate(Camera *cam)
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{
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d3ddevice->EndScene();
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}
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// Manage video memory
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void
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@ -1310,16 +1219,81 @@ restoreVideoMemory(void)
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}
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static void
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clearCamera(Camera *cam, RGBA *col, uint32 mode)
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beginUpdate(Camera *cam)
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{
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int flags = 0;
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if(mode & Camera::CLEARIMAGE)
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mode |= D3DCLEAR_TARGET;
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if(mode & Camera::CLEARZ)
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mode |= D3DCLEAR_ZBUFFER;
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if(mode & Camera::CLEARSTENCIL)
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mode |= D3DCLEAR_STENCIL;
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D3DCOLOR c = D3DCOLOR_RGBA(col->red, col->green, col->blue, col->alpha);
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float view[16], proj[16];
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// View Matrix
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Matrix inv;
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Matrix::invert(&inv, cam->getFrame()->getLTM());
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// Since we're looking into positive Z,
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// flip X to ge a left handed view space.
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view[0] = -inv.right.x;
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view[1] = inv.right.y;
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view[2] = inv.right.z;
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view[3] = 0.0f;
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view[4] = -inv.up.x;
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view[5] = inv.up.y;
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view[6] = inv.up.z;
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view[7] = 0.0f;
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view[8] = -inv.at.x;
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view[9] = inv.at.y;
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view[10] = inv.at.z;
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view[11] = 0.0f;
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view[12] = -inv.pos.x;
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view[13] = inv.pos.y;
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view[14] = inv.pos.z;
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view[15] = 1.0f;
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memcpy(&cam->devView, view, sizeof(RawMatrix));
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// d3ddevice->SetTransform(D3DTS_VIEW, (D3DMATRIX*)view);
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// Projection Matrix
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float32 invwx = 1.0f/cam->viewWindow.x;
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float32 invwy = 1.0f/cam->viewWindow.y;
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float32 invz = 1.0f/(cam->farPlane-cam->nearPlane);
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proj[0] = invwx;
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proj[1] = 0.0f;
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proj[2] = 0.0f;
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proj[3] = 0.0f;
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proj[4] = 0.0f;
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proj[5] = invwy;
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proj[6] = 0.0f;
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proj[7] = 0.0f;
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proj[8] = cam->viewOffset.x*invwx;
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proj[9] = cam->viewOffset.y*invwy;
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proj[12] = -proj[8];
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proj[13] = -proj[9];
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if(cam->projection == Camera::PERSPECTIVE){
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proj[10] = cam->farPlane*invz;
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proj[11] = 1.0f;
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proj[15] = 0.0f;
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}else{
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proj[10] = invz;
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proj[11] = 0.0f;
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proj[15] = 1.0f;
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}
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proj[14] = -cam->nearPlane*proj[10];
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memcpy(&cam->devProj, proj, sizeof(RawMatrix));
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// d3ddevice->SetTransform(D3DTS_PROJECTION, (D3DMATRIX*)proj);
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// TODO: figure out where this is really done
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// setRenderState(D3DRS_FOGSTART, *(uint32*)&cam->fogPlane);
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// setRenderState(D3DRS_FOGEND, *(uint32*)&cam->farPlane);
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d3dShaderState.fogData.start = cam->fogPlane;
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d3dShaderState.fogData.end = cam->farPlane;
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d3dShaderState.fogData.range = 1.0f/(cam->fogPlane - cam->farPlane);
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// TODO: not quite sure this is the right place to do this...
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d3dShaderState.fogData.disable = rwStateCache.fogenable ? 0.0f : 1.0f;
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d3dShaderState.fogDisable.start = 0.0f;
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d3dShaderState.fogDisable.end = 0.0f;
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d3dShaderState.fogDisable.range = 0.0f;
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d3dShaderState.fogDisable.disable = 1.0f;
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d3dShaderState.fogDirty = true;
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RECT r;
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GetClientRect(d3d9Globals.window, &r);
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@ -1337,6 +1311,31 @@ clearCamera(Camera *cam, RGBA *col, uint32 mode)
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setRenderSurfaces(cam);
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setViewport(cam->frameBuffer);
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d3ddevice->BeginScene();
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}
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static void
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endUpdate(Camera *cam)
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{
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d3ddevice->EndScene();
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}
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static void
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clearCamera(Camera *cam, RGBA *col, uint32 mode)
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{
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int flags = 0;
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if(mode & Camera::CLEARIMAGE)
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mode |= D3DCLEAR_TARGET;
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if(mode & Camera::CLEARZ)
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mode |= D3DCLEAR_ZBUFFER;
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if(mode & Camera::CLEARSTENCIL)
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mode |= D3DCLEAR_STENCIL;
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D3DCOLOR c = D3DCOLOR_RGBA(col->red, col->green, col->blue, col->alpha);
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setRenderSurfaces(cam);
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setViewport(cam->frameBuffer); // need to set this for the clear to work correctly
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d3ddevice->Clear(0, nil, mode, c, 1.0f, 0);
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}
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