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- In StateManager.h searh:
- HRESULT DrawIndexedPrimitive(D3DPRIMITIVETYPE PrimitiveType, UINT minIndex, UINT NumVertices, UINT startIndex, UINT primCount);
- Add under:
- HRESULT DrawIndexedPrimitive1(D3DPRIMITIVETYPE PrimitiveType, UINT minIndex, UINT NumVertices, UINT startIndex, UINT primCount);
- In StateManager.cpp search:
- HRESULT CStateManager::DrawIndexedPrimitive(D3DPRIMITIVETYPE PrimitiveType, UINT minIndex, UINT NumVertices, UINT startIndex, UINT primCount)
- {
- return (m_lpD3DDev->DrawIndexedPrimitive(PrimitiveType, minIndex, 0, NumVertices, startIndex, primCount));
- }
- Add under:
- HRESULT CStateManager::DrawIndexedPrimitive1(D3DPRIMITIVETYPE PrimitiveType, UINT minIndex, UINT NumVertices, UINT startIndex, UINT primCount)
- {
- return (m_lpD3DDev->DrawIndexedPrimitive(PrimitiveType, 0, minIndex, NumVertices, startIndex, primCount));
- }
- In PythonMinimap.cpp search:
- for (BYTE byTerrainNum = 0; byTerrainNum < AROUND_AREA_NUM; ++byTerrainNum)
- {
- LPDIRECT3DTEXTURE9 pMiniMapTexture = m_lpMiniMapTexture[byTerrainNum];
- STATEMANAGER.SetTexture(0, pMiniMapTexture);
- if (pMiniMapTexture)
- {
- CStateManager& rkSttMgr=CStateManager::Instance();
- rkSttMgr.DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 4, byTerrainNum * 6, 2);
- }
- else
- {
- STATEMANAGER.SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
- STATEMANAGER.DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 4, byTerrainNum * 6, 2);
- STATEMANAGER.SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
- }
- }
- Change like this:
- for (BYTE byTerrainNum = 0; byTerrainNum < AROUND_AREA_NUM; ++byTerrainNum)
- {
- LPDIRECT3DTEXTURE9 pMiniMapTexture = m_lpMiniMapTexture[byTerrainNum];
- STATEMANAGER.SetTexture(0, pMiniMapTexture);
- if (pMiniMapTexture)
- {
- CStateManager& rkSttMgr=CStateManager::Instance();
- rkSttMgr.DrawIndexedPrimitive1(D3DPT_TRIANGLELIST, byTerrainNum * 4, 4, byTerrainNum * 6, 2); // Directx9 Fix
- }
- else
- {
- STATEMANAGER.SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
- STATEMANAGER.DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 4, byTerrainNum * 6, 2);
- STATEMANAGER.SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
- }
- }
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