comparison mm7_3.cpp @ 896:e2e692684af8

m
author Ritor1
date Thu, 04 Apr 2013 09:35:45 +0600
parents 279a315ff122
children d3228f46ef68
comparison
equal deleted inserted replaced
894:df0ffbb70cc6 896:e2e692684af8
6021 array_50AC10[2].vWorldViewProjY = v38; 6021 array_50AC10[2].vWorldViewProjY = v38;
6022 6022
6023 array_50AC10[3].vWorldViewProjX = pViewport->uViewportBR_X; 6023 array_50AC10[3].vWorldViewProjX = pViewport->uViewportBR_X;
6024 array_50AC10[3].vWorldViewProjY = pViewport->uViewportTL_Y; 6024 array_50AC10[3].vWorldViewProjY = pViewport->uViewportTL_Y;
6025 6025
6026 v36 = (double)(pViewport->uViewportBR_X - pViewport->uViewportTL_X) * 0.5; 6026 /*v36 = (double)(pViewport->uViewportBR_X - pViewport->uViewportTL_X) * 0.5;
6027 v33 = 65536 / (signed int)(v36 / tan(0.6457717418670654) + 0.5); 6027 v33 = 65536 / (signed int)(v36 / tan(0.6457717418670654) + 0.5);*/
6028 6028
6029 for (int i = 0; i < _this.uNumVertices; ++i) 6029 for (int i = 0; i < _this.uNumVertices; ++i)
6030 { 6030 {
6031 v29 = floorf(array_50AC10[i].vWorldViewProjY + 0.5f); 6031 /* v29 = floorf(array_50AC10[i].vWorldViewProjY + 0.5f);
6032 v39 = (unsigned __int64)(_this.ptr_38->field_14 * v33 * (v30 - v29)) / 65536; 6032 v39 = (unsigned __int64)(_this.ptr_38->field_14 * v33 * (v30 - v29)) / 65536;
6033 v8 = v39 + _this.ptr_38->field_C; 6033 v8 = v39 + _this.ptr_38->field_C;
6034 6034
6035 v39 = (unsigned __int64)(_this.ptr_38->field_20 * v33 * (v30 - v29)) / 65536; 6035 v39 = (unsigned __int64)(_this.ptr_38->field_20 * v33 * (v30 - v29)) / 65536;
6036 v36 = v39 + _this.ptr_38->field_18; 6036 v36 = v39 + _this.ptr_38->field_18;
6093 v36 = 224 * pMiscTimer->uTotalGameTimeElapsed + fixpoint_sub0(v36, v18) / 8; 6093 v36 = 224 * pMiscTimer->uTotalGameTimeElapsed + fixpoint_sub0(v36, v18) / 8;
6094 6094
6095 //array_50AC10[i].vWorldViewPosition.x = pOutdoorCamera->shading_dist_mist; 6095 //array_50AC10[i].vWorldViewPosition.x = pOutdoorCamera->shading_dist_mist;
6096 //array_50AC10[i].vWorldPosition.x = v36 / (_this.pTexture->uTextureHeight * 65536.0); 6096 //array_50AC10[i].vWorldPosition.x = v36 / (_this.pTexture->uTextureHeight * 65536.0);
6097 //array_50AC10[i].vWorldPosition.y = 1.0 / (pOutdoorCamera->shading_dist_mist >> 16); 6097 //array_50AC10[i].vWorldPosition.y = 1.0 / (pOutdoorCamera->shading_dist_mist >> 16);
6098 //array_50AC10[i].vWorldPosition.z = v35 / (_this.pTexture->uTextureWidth * 65536.0); 6098 //array_50AC10[i].vWorldPosition.z = v35 / (_this.pTexture->uTextureWidth * 65536.0);*/
6099 array_50AC10[i]._rhw = 1.0;// / (pOutdoorCamera->shading_dist_mist >> 16); 6099 array_50AC10[i]._rhw = 1.0;// / (pOutdoorCamera->shading_dist_mist >> 16);
6100 //array_50AC10[i].u = (double)v35 / (65536.0 * _this.pTexture->uTextureWidth); 6100 //array_50AC10[i].u = (double)v35 / (65536.0 * _this.pTexture->uTextureWidth);
6101 //array_50AC10[i].v = (double)v36 / (65536.0 * _this.pTexture->uTextureHeight); 6101 //array_50AC10[i].v = (double)v36 / (65536.0 * _this.pTexture->uTextureHeight);
6102 float t = (GetTickCount() % 96000) / 96000.0f; 6102 float t = (GetTickCount() % 96000) / 96000.0f;
6103 array_50AC10[i].u += t; 6103 array_50AC10[i].u += t;