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48
RenderDll/XRenderD3D9/D3D_OutSpace.cpp
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48
RenderDll/XRenderD3D9/D3D_OutSpace.cpp
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#include "RenderPCH.h"
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#include "DriverD3D9.h"
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#include "I3dengine.h"
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void CD3D9Renderer::PrepareOutSpaceTextures(CREOutSpace * pRE)
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{
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int arrnResult[2];
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ScanOutSpaceCube(pRE->m_TexID, iSystem->GetViewCamera().GetPos(), arrnResult);
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}
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void CD3D9Renderer::DrawOutSpaceSide( const float *angle, const Vec3d & Pos, int tex_size, int offsetX, int offsetY)
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{
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if (!iSystem)
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return;
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CRenderer * renderer = gRenDev;
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CCamera tmp_camera = renderer->GetCamera();
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CCamera prevCamera = tmp_camera;
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tmp_camera.Init(tex_size,tex_size);
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tmp_camera.SetPos(Pos);
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tmp_camera.SetAngle(Vec3d(angle[0], angle[1], angle[2]));
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tmp_camera.Update();
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iSystem->SetViewCamera(tmp_camera);
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gRenDev->SetCamera(tmp_camera);
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gRenDev->SetViewport(tex_size*offsetX, tex_size*offsetY, tex_size, tex_size);
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I3DEngine *eng = (I3DEngine *)iSystem->GetIProcess();
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eng->SetCamera(tmp_camera,false );
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eng->DrawLowDetail(0);
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iSystem->SetViewCamera(prevCamera);
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gRenDev->SetCamera(prevCamera);
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}
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void CD3D9Renderer::ScanOutSpaceCube(uint & nTexID, const Vec3d & vPos, int * pResult)
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{
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}
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bool CREOutSpace::mfDraw(SShader *ef, SShaderPass *sfm)
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{
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return true;
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}
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