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Disable for now marking texture materials as portals
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Some modifications use the same texture for solid mesh and portals, due to how materials are handled in GD3D11 it will break those meshes from rendering correctly
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SaiyansKing committed Sep 8, 2024
1 parent d783fec commit 0a8b6d5
Showing 1 changed file with 5 additions and 0 deletions.
5 changes: 5 additions & 0 deletions D3D11Engine/WorldConverter.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -353,6 +353,10 @@ HRESULT WorldConverter::ConvertWorldMesh( zCPolygon** polys, unsigned int numPol
}

// Flag portals so that we can apply a different PS shader later
if ( poly->GetPolyFlags()->PortalPoly ) {
continue;
}
/*
if ( poly->GetPolyFlags()->PortalPoly ) {
zCMaterial* polymat = poly->GetMaterial();
if ( zCTexture* tex = polymat->GetTextureSingle() ) {
Expand All @@ -367,6 +371,7 @@ HRESULT WorldConverter::ConvertWorldMesh( zCPolygon** polys, unsigned int numPol
continue;
}
}
*/

// Calculate midpoint of this triange to get the section
XMFLOAT3 avgPos;
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1 comment on commit 0a8b6d5

@SaulMyers
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What modifications? This is an important feature for me so is there a possible fix that works for both? I'm happy to do the coding but the description doesn't provide enough detail for me to work on it.

Thanks,

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