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Remove near clamping (useless)
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1 changed files with 0 additions and 18 deletions
18
small3dlib.h
18
small3dlib.h
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@ -128,15 +128,6 @@
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#define S3L_RESOLUTION_Y 480 ///< Redefine to your screen y resolution.
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#define S3L_RESOLUTION_Y 480 ///< Redefine to your screen y resolution.
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#endif
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#endif
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#ifndef S3L_NEAR_CLAMPING
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#define S3L_NEAR_CLAMPING 0 /**< Whether to use depth clamping for the near
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plane. Only works with S3L_COMPUTE_DEPTH
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enabled! This may be a bit slower, but can
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prevent errorneous rendering in specific
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cases and is closer to traditional 3D
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engines. */
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#endif
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#ifndef S3L_STRICT_NEAR_CULLING
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#ifndef S3L_STRICT_NEAR_CULLING
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#define S3L_STRICT_NEAR_CULLING 1 /**< If on, any triangle that only partially
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#define S3L_STRICT_NEAR_CULLING 1 /**< If on, any triangle that only partially
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intersects the near plane will be culled.
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intersects the near plane will be culled.
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@ -145,10 +136,6 @@
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the camera disappear. */
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the camera disappear. */
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#endif
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#endif
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#if S3L_STRICT_NEAR_CULLING
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#define S3L_NEAR_CLAMPING 0 // This would be useless.
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#endif
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#ifndef S3L_FLAT
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#ifndef S3L_FLAT
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#define S3L_FLAT 0 /**< If on, disables computation of per-pixel
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#define S3L_FLAT 0 /**< If on, disables computation of per-pixel
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values such as barycentric coordinates and
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values such as barycentric coordinates and
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@ -1605,11 +1592,6 @@ void S3L_drawTriangle(
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p.depth = S3L_getFastLerpValue(depthFLS);
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p.depth = S3L_getFastLerpValue(depthFLS);
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S3L_stepFastLerp(depthFLS);
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S3L_stepFastLerp(depthFLS);
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#endif
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#endif
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#if S3L_NEAR_CLAMPING
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if (p.depth < S3L_NEAR)
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continue;
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#endif
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#endif
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#endif
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#if S3L_Z_BUFFER
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#if S3L_Z_BUFFER
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