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refactor: update NULL texture comments to null texture in W3DWater
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  • Core/GameEngineDevice/Source/W3DDevice/GameClient/Water

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Core/GameEngineDevice/Source/W3DDevice/GameClient/Water/W3DWater.cpp

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -1717,7 +1717,7 @@ void WaterRenderObjClass::Render(RenderInfoClass & rinfo)
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}
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//Clean up after any pixel shaders.
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//Force render state apply so that the "NULL" texture gets applied to D3D, thus releasing shroud reference count.
1720+
//Force render state apply so that the null texture gets applied to D3D, thus releasing shroud reference count.
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DX8Wrapper::Apply_Render_State_Changes();
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DX8Wrapper::Invalidate_Cached_Render_States();
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@@ -2956,7 +2956,7 @@ void WaterRenderObjClass::setupFlatWaterShader(void)
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DX8Wrapper::_Get_D3D_Device8()->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
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}
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else
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{ //Assume no shroud, so stage 3 will be "NULL" texture but using actual white because
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{ //Assume no shroud, so stage 3 will be null texture but using actual white because
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//pixel shader on GF4 generates random colors with SetTexture(3,nullptr).
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if (!m_whiteTexture->Is_Initialized())
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{ m_whiteTexture->Init();

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