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-rw-r--r--plugins/gpu-gles/gpuPrim.c228
1 files changed, 133 insertions, 95 deletions
diff --git a/plugins/gpu-gles/gpuPrim.c b/plugins/gpu-gles/gpuPrim.c
index 5d17f2d..e9f4ca2 100644
--- a/plugins/gpu-gles/gpuPrim.c
+++ b/plugins/gpu-gles/gpuPrim.c
@@ -90,6 +90,19 @@ BOOL bUseFixes;
long drawX,drawY,drawW,drawH; // offscreen drawing checkers
short sxmin,sxmax,symin,symax;
+unsigned int CSVERTEX=0,CSCOLOR=0,CSTEXTURE=0;
+
+void offsetPSX4(void)
+{
+ lx0 += PSXDisplay.DrawOffset.x;
+ ly0 += PSXDisplay.DrawOffset.y;
+ lx1 += PSXDisplay.DrawOffset.x;
+ ly1 += PSXDisplay.DrawOffset.y;
+ lx2 += PSXDisplay.DrawOffset.x;
+ ly2 += PSXDisplay.DrawOffset.y;
+ lx3 += PSXDisplay.DrawOffset.x;
+ ly3 += PSXDisplay.DrawOffset.y;
+}
////////////////////////////////////////////////////////////////////////
// Update global TP infos
@@ -193,22 +206,23 @@ v[3].xyz.y = fpoint(vertex3->y);
v[3].xyz.z = fpoint(vertex3->z);
v[3].st.x = fpoint(vertex3->sow);
v[3].st.y = fpoint(vertex3->tow);
-
-glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-glEnableClientState(GL_VERTEX_ARRAY);
-glTexCoordPointer(2, GL_FLOAT, sizeof(v[0]), &v[0].st);
-glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz);
-glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
-glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-glDisableClientState(GL_VERTEX_ARRAY);
+if (CSCOLOR==1) glDisableClientState(GL_COLOR_ARRAY);glError();
+if (CSTEXTURE==0) glEnableClientState(GL_TEXTURE_COORD_ARRAY);glError();
+if (CSVERTEX==0) glEnableClientState(GL_VERTEX_ARRAY);glError();
+glTexCoordPointer(2, GL_FLOAT, sizeof(v[0]), &v[0].st);glError();
+glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz);glError();
+glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);glError();
+CSTEXTURE=CSVERTEX=1;
+CSCOLOR=0;
}
/////////////////////////////////////////////////////////
-__inline void PRIMdrawTexturedTri(OGLVertex* vertex1, OGLVertex* vertex2,
+void PRIMdrawTexturedTri(OGLVertex* vertex1, OGLVertex* vertex2,
OGLVertex* vertex3)
{
Vertex v[3];
+if (vertex1->x==0&&vertex1->y==0&&vertex2->x==0&&vertex2->y==0&&vertex3->x==0&&vertex3->y==0) return;
v[0].xyz.x = fpoint(vertex1->x);
v[0].xyz.y = fpoint(vertex1->y);
@@ -227,24 +241,25 @@ v[2].xyz.y = fpoint(vertex3->y);
v[2].xyz.z = fpoint(vertex3->z);
v[2].st.x = fpoint(vertex3->sow);
v[2].st.y = fpoint(vertex3->tow);
-
-glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-glEnableClientState(GL_VERTEX_ARRAY);
-glTexCoordPointer(2, GL_FLOAT, sizeof(v[0]), &v[0].st);
-glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz);
-glDrawArrays(GL_TRIANGLES, 0, 3);
-glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-glDisableClientState(GL_VERTEX_ARRAY);
+if (CSCOLOR==1) glDisableClientState(GL_COLOR_ARRAY);glError();
+if (CSTEXTURE==0) glEnableClientState(GL_TEXTURE_COORD_ARRAY);glError();
+if (CSVERTEX==0) glEnableClientState(GL_VERTEX_ARRAY);glError();
+glTexCoordPointer(2, GL_FLOAT, sizeof(v[0]), &v[0].st);glError();
+glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz);glError();
+glDrawArrays(GL_TRIANGLES, 0, 3);glError();
+CSTEXTURE=CSVERTEX=1;
+CSCOLOR=0;
}
/////////////////////////////////////////////////////////
-__inline void PRIMdrawTexGouraudTriColor(OGLVertex* vertex1, OGLVertex* vertex2,
+void PRIMdrawTexGouraudTriColor(OGLVertex* vertex1, OGLVertex* vertex2,
OGLVertex* vertex3)
{
Vertex2 v[3];
+if (vertex1->x==0&&vertex1->y==0&&vertex2->x==0&&vertex2->y==0&&vertex3->x==0&&vertex3->y==0) return;
v[0].xyz.x = fpoint(vertex1->x);
v[0].xyz.y = fpoint(vertex1->y);
@@ -276,26 +291,25 @@ v[2].rgba.g = vertex3->c.col[1];
v[2].rgba.b = vertex3->c.col[2];
v[2].rgba.a = vertex3->c.col[3];
-glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-glEnableClientState(GL_VERTEX_ARRAY);
-glEnableClientState(GL_COLOR_ARRAY);
+if (CSTEXTURE==0) glEnableClientState(GL_TEXTURE_COORD_ARRAY);glError();
+if (CSVERTEX==0) glEnableClientState(GL_VERTEX_ARRAY);glError();
+if (CSCOLOR==0) glEnableClientState(GL_COLOR_ARRAY);glError();
-glTexCoordPointer(2, GL_FLOAT, sizeof(v[0]), &v[0].st);
-glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz);
-glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(v[0]), &v[0].rgba);
+glTexCoordPointer(2, GL_FLOAT, sizeof(v[0]), &v[0].st);glError();
+glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz);glError();
+glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(v[0]), &v[0].rgba);glError();
-glDrawArrays(GL_TRIANGLES, 0, 3);
-glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-glDisableClientState(GL_VERTEX_ARRAY);
-glDisableClientState(GL_COLOR_ARRAY);
+glDrawArrays(GL_TRIANGLES, 0, 3);glError();
+CSTEXTURE=CSVERTEX=CSCOLOR=1;
}
/////////////////////////////////////////////////////////
-__inline void PRIMdrawTexGouraudTriColorQuad(OGLVertex* vertex1, OGLVertex* vertex2,
+void PRIMdrawTexGouraudTriColorQuad(OGLVertex* vertex1, OGLVertex* vertex2,
OGLVertex* vertex3, OGLVertex* vertex4)
{
Vertex2 v[4];
+if (vertex1->x==0&&vertex1->y==0&&vertex2->x==0&&vertex2->y==0&&vertex3->x==0&&vertex3->y==0&&vertex4->x==0&&vertex4->y==0) return;
v[0].xyz.x = fpoint(vertex1->x);
v[0].xyz.y = fpoint(vertex1->y);
@@ -337,25 +351,24 @@ v[3].rgba.g = vertex3->c.col[1];
v[3].rgba.b = vertex3->c.col[2];
v[3].rgba.a = vertex3->c.col[3];
-glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-glEnableClientState(GL_VERTEX_ARRAY);
-glEnableClientState(GL_COLOR_ARRAY);
+if (CSTEXTURE==0) glEnableClientState(GL_TEXTURE_COORD_ARRAY);glError();
+if (CSVERTEX==0) glEnableClientState(GL_VERTEX_ARRAY);glError();
+if (CSCOLOR==0) glEnableClientState(GL_COLOR_ARRAY);glError();
-glTexCoordPointer(2, GL_FLOAT, sizeof(v[0]), &v[0].st);
-glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz);
-glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(v[0]), &v[0].rgba);
+glTexCoordPointer(2, GL_FLOAT, sizeof(v[0]), &v[0].st);glError();
+glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz);glError();
+glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(v[0]), &v[0].rgba);glError();
-glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
-glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-glDisableClientState(GL_VERTEX_ARRAY);
-glDisableClientState(GL_COLOR_ARRAY);
+glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);glError();
+CSTEXTURE=CSVERTEX=CSCOLOR=1;
}
/////////////////////////////////////////////////////////
-__inline void PRIMdrawTri(OGLVertex* vertex1, OGLVertex* vertex2, OGLVertex* vertex3)
+void PRIMdrawTri(OGLVertex* vertex1, OGLVertex* vertex2, OGLVertex* vertex3)
{
Vec3f v[3];
+if (vertex1->x==0&&vertex1->y==0&&vertex2->x==0&&vertex2->y==0&&vertex3->x==0&&vertex3->y==0) return;
v[0].x = fpoint(vertex1->x);
v[0].y = fpoint(vertex1->y);
@@ -369,18 +382,24 @@ v[2].x = fpoint(vertex3->x);
v[2].y = fpoint(vertex3->y);
v[2].z = fpoint(vertex3->z);
-glEnableClientState(GL_VERTEX_ARRAY);
-glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0]);
-glDrawArrays(GL_TRIANGLES, 0, 3);
-glDisableClientState(GL_VERTEX_ARRAY);
+if (CSVERTEX==0) glEnableClientState(GL_VERTEX_ARRAY);glError();
+if (CSTEXTURE==1) glDisableClientState(GL_TEXTURE_COORD_ARRAY);glError();
+if (CSCOLOR==1) glDisableClientState(GL_COLOR_ARRAY);glError();
+
+glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0]);glError();
+glDrawArrays(GL_TRIANGLES, 0, 3);glError();
+CSVERTEX=1;
+CSTEXTURE=CSCOLOR=0;
+
}
/////////////////////////////////////////////////////////
-__inline void PRIMdrawTri2(OGLVertex* vertex1, OGLVertex* vertex2,
+void PRIMdrawTri2(OGLVertex* vertex1, OGLVertex* vertex2,
OGLVertex* vertex3, OGLVertex* vertex4)
{
Vec3f v[4];
+if (vertex1->x==0&&vertex1->y==0&&vertex2->x==0&&vertex2->y==0&&vertex3->x==0&&vertex3->y==0&&vertex4->x==0&&vertex4->y==0) return;
v[0].x = fpoint(vertex1->x);
v[0].y = fpoint(vertex1->y);
@@ -398,18 +417,23 @@ v[3].x = fpoint(vertex4->x);
v[3].y = fpoint(vertex4->y);
v[3].z = fpoint(vertex4->z);
-glEnableClientState(GL_VERTEX_ARRAY);
-glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0]);
-glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
-glDisableClientState(GL_VERTEX_ARRAY);
+if (CSVERTEX==0) glEnableClientState(GL_VERTEX_ARRAY);glError();
+if (CSTEXTURE==1) glDisableClientState(GL_TEXTURE_COORD_ARRAY);glError();
+if (CSCOLOR==1) glDisableClientState(GL_COLOR_ARRAY);glError();
+
+glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0]);glError();
+glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);glError();
+CSVERTEX=1;
+CSTEXTURE=CSCOLOR=0;
}
/////////////////////////////////////////////////////////
-__inline void PRIMdrawGouraudTriColor(OGLVertex* vertex1, OGLVertex* vertex2,
+void PRIMdrawGouraudTriColor(OGLVertex* vertex1, OGLVertex* vertex2,
OGLVertex* vertex3)
{
Vertex2 v[3];
+if (vertex1->x==0&&vertex1->y==0&&vertex2->x==0&&vertex2->y==0&&vertex3->x==0&&vertex3->y==0) return;
v[0].xyz.x = fpoint(vertex1->x);
v[0].xyz.y = fpoint(vertex1->y);
@@ -435,23 +459,25 @@ v[2].rgba.g = vertex3->c.col[1];
v[2].rgba.b = vertex3->c.col[2];
v[2].rgba.a = vertex3->c.col[3];
-glEnableClientState(GL_VERTEX_ARRAY);
-glEnableClientState(GL_COLOR_ARRAY);
+if (CSVERTEX==0) glEnableClientState(GL_VERTEX_ARRAY);glError();
+if (CSCOLOR==0) glEnableClientState(GL_COLOR_ARRAY);glError();
+if (CSTEXTURE==1) glDisableClientState(GL_TEXTURE_COORD_ARRAY);glError();
-glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz);
-glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(v[0]), &v[0].rgba);
+glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz);glError();
+glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(v[0]), &v[0].rgba);glError();
-glDrawArrays(GL_TRIANGLES, 0, 3);
-glDisableClientState(GL_VERTEX_ARRAY);
-glDisableClientState(GL_COLOR_ARRAY);
+glDrawArrays(GL_TRIANGLES, 0, 3);glError();
+CSVERTEX=CSCOLOR=1;
+CSTEXTURE=0;
}
/////////////////////////////////////////////////////////
-__inline void PRIMdrawGouraudTri2Color(OGLVertex* vertex1, OGLVertex* vertex2,
+void PRIMdrawGouraudTri2Color(OGLVertex* vertex1, OGLVertex* vertex2,
OGLVertex* vertex3, OGLVertex* vertex4)
{
Vertex2 v[4];
+if (vertex1->x==0&&vertex1->y==0&&vertex2->x==0&&vertex2->y==0&&vertex3->x==0&&vertex3->y==0&&vertex4->x==0&&vertex4->y==0) return;
v[0].xyz.x = fpoint(vertex1->x);
v[0].xyz.y = fpoint(vertex1->y);
@@ -485,22 +511,24 @@ v[3].rgba.g = vertex4->c.col[1];
v[3].rgba.b = vertex4->c.col[2];
v[3].rgba.a = vertex4->c.col[3];
-glEnableClientState(GL_VERTEX_ARRAY);
-glEnableClientState(GL_COLOR_ARRAY);
+if (CSTEXTURE==1) glDisableClientState(GL_TEXTURE_COORD_ARRAY);glError();
+if (CSVERTEX==0) glEnableClientState(GL_VERTEX_ARRAY);glError();
+if (CSCOLOR==0) glEnableClientState(GL_COLOR_ARRAY);glError();
-glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz);
-glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(v[0]), &v[0].rgba);
+glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz);glError();
+glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(v[0]), &v[0].rgba);glError();
-glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
-glDisableClientState(GL_VERTEX_ARRAY);
-glDisableClientState(GL_COLOR_ARRAY);
+glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);glError();
+CSTEXTURE=0;
+CSVERTEX=CSCOLOR=1;
}
/////////////////////////////////////////////////////////
-__inline void PRIMdrawFlatLine(OGLVertex* vertex1, OGLVertex* vertex2,OGLVertex* vertex3, OGLVertex* vertex4)
+void PRIMdrawFlatLine(OGLVertex* vertex1, OGLVertex* vertex2,OGLVertex* vertex3, OGLVertex* vertex4)
{
Vertex2 v[4];
+if (vertex1->x==0&&vertex1->y==0&&vertex2->x==0&&vertex2->y==0&&vertex3->x==0&&vertex3->y==0&&vertex4->x==0&&vertex4->y==0) return;
v[0].xyz.x = fpoint(vertex1->x);
v[0].xyz.y = fpoint(vertex1->y);
@@ -534,24 +562,27 @@ v[3].rgba.g = vertex1->c.col[1];
v[3].rgba.b = vertex1->c.col[2];
v[3].rgba.a = vertex1->c.col[3];
-glEnableClientState(GL_VERTEX_ARRAY);
-glEnableClientState(GL_COLOR_ARRAY);
+if (CSTEXTURE==1) glDisableClientState(GL_TEXTURE_COORD_ARRAY);glError();
+if (CSVERTEX==0) glEnableClientState(GL_VERTEX_ARRAY);glError();
+if (CSCOLOR==0) glEnableClientState(GL_COLOR_ARRAY);glError();
-glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz);
-glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(v[0]), &v[0].rgba);
+glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz);glError();
+glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(v[0]), &v[0].rgba);glError();
-glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
-glDisableClientState(GL_VERTEX_ARRAY);
-glDisableClientState(GL_COLOR_ARRAY);
+glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);glError();
+
+CSTEXTURE=0;
+CSVERTEX=CSCOLOR=1;
}
/////////////////////////////////////////////////////////
-__inline void PRIMdrawGouraudLine(OGLVertex* vertex1, OGLVertex* vertex2,OGLVertex* vertex3, OGLVertex* vertex4)
+void PRIMdrawGouraudLine(OGLVertex* vertex1, OGLVertex* vertex2,OGLVertex* vertex3, OGLVertex* vertex4)
{
Vertex2 v[4];
+if (vertex1->x==0&&vertex1->y==0&&vertex2->x==0&&vertex2->y==0&&vertex3->x==0&&vertex3->y==0&&vertex4->x==0&&vertex4->y==0) return;
v[0].xyz.x = fpoint(vertex1->x);
v[0].xyz.y = fpoint(vertex1->y);
@@ -585,23 +616,25 @@ v[2].rgba.g = vertex4->c.col[1];
v[2].rgba.b = vertex4->c.col[2];
v[2].rgba.a = vertex4->c.col[3];
-glEnableClientState(GL_VERTEX_ARRAY);
-glEnableClientState(GL_COLOR_ARRAY);
+if (CSTEXTURE==1) glDisableClientState(GL_TEXTURE_COORD_ARRAY);glError();
+if (CSVERTEX==0) glEnableClientState(GL_VERTEX_ARRAY);glError();
+if (CSCOLOR==0) glEnableClientState(GL_COLOR_ARRAY);glError();
-glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz);
-glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(v[0]), &v[0].rgba);
+glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz);glError();
+glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(v[0]), &v[0].rgba);glError();
-glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
-glDisableClientState(GL_VERTEX_ARRAY);
-glDisableClientState(GL_COLOR_ARRAY);
+glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);glError();
+CSTEXTURE=0;
+CSVERTEX=CSCOLOR=1;
}
/////////////////////////////////////////////////////////
-__inline void PRIMdrawQuad(OGLVertex* vertex1, OGLVertex* vertex2,
+void PRIMdrawQuad(OGLVertex* vertex1, OGLVertex* vertex2,
OGLVertex* vertex3, OGLVertex* vertex4)
{
Vec3f v[4];
+if (vertex1->x==0&&vertex1->y==0&&vertex2->x==0&&vertex2->y==0&&vertex3->x==0&&vertex3->y==0&&vertex4->x==0&&vertex4->y==0) return;
v[0].x = fpoint(vertex1->x);
v[0].y = fpoint(vertex1->y);
@@ -619,10 +652,15 @@ v[3].x = fpoint(vertex3->x);
v[3].y = fpoint(vertex3->y);
v[3].z = fpoint(vertex3->z);
-glEnableClientState(GL_VERTEX_ARRAY);
-glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0]);
-glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
-glDisableClientState(GL_VERTEX_ARRAY);
+if (CSTEXTURE==1) glDisableClientState(GL_TEXTURE_COORD_ARRAY);glError();
+if (CSVERTEX==0) glEnableClientState(GL_VERTEX_ARRAY);glError();
+if (CSCOLOR==1) glDisableClientState(GL_COLOR_ARRAY);glError();
+
+glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0]);glError();
+glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);glError();
+CSTEXTURE=0;
+CSVERTEX=1;
+CSCOLOR=0;
}
////////////////////////////////////////////////////////////////////////
@@ -815,7 +853,7 @@ void SetSemiTransMulti(int Pass)
// Set several rendering stuff including blending
////////////////////////////////////////////////////////////////////////
-__inline void SetZMask3O(void)
+void SetZMask3O(void)
{
if(iUseMask && DrawSemiTrans && !iSetMask)
{
@@ -824,7 +862,7 @@ __inline void SetZMask3O(void)
}
}
-__inline void SetZMask3(void)
+void SetZMask3(void)
{
if(iUseMask)
{
@@ -838,7 +876,7 @@ __inline void SetZMask3(void)
}
}
-__inline void SetZMask3NT(void)
+void SetZMask3NT(void)
{
if(iUseMask)
{
@@ -854,7 +892,7 @@ __inline void SetZMask3NT(void)
////////////////////////////////////////////////////////////////////////
-__inline void SetZMask4O(void)
+ void SetZMask4O(void)
{
if(iUseMask && DrawSemiTrans && !iSetMask)
{
@@ -863,7 +901,7 @@ __inline void SetZMask4O(void)
}
}
-__inline void SetZMask4(void)
+ void SetZMask4(void)
{
if(iUseMask)
{
@@ -877,7 +915,7 @@ __inline void SetZMask4(void)
}
}
-__inline void SetZMask4NT(void)
+ void SetZMask4NT(void)
{
if(iUseMask)
{
@@ -891,7 +929,7 @@ __inline void SetZMask4NT(void)
}
}
-__inline void SetZMask4SP(void)
+ void SetZMask4SP(void)
{
if(iUseMask)
{
@@ -912,7 +950,7 @@ __inline void SetZMask4SP(void)
////////////////////////////////////////////////////////////////////////
-__inline void SetRenderState(unsigned long DrawAttributes)
+ void SetRenderState(unsigned long DrawAttributes)
{
bDrawNonShaded = (SHADETEXBIT(DrawAttributes)) ? TRUE : FALSE;
DrawSemiTrans = (SEMITRANSBIT(DrawAttributes)) ? TRUE : FALSE;
@@ -920,7 +958,7 @@ __inline void SetRenderState(unsigned long DrawAttributes)
////////////////////////////////////////////////////////////////////////
-__inline void SetRenderColor(unsigned long DrawAttributes)
+ void SetRenderColor(unsigned long DrawAttributes)
{
if(bDrawNonShaded) {g_m1=g_m2=g_m3=128;}
else