implemented d3d8 uninstance
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@ -210,12 +210,15 @@ drawAtomic(Atomic *atomic)
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}
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rw::Clump *clump;
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void (*renderCB)(rw::Atomic*) = NULL;
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void
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initrw(void)
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{
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rw::currentTexDictionary = new rw::TexDictionary;
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rw::Image::setSearchPath("D:\\rockstargames\\ps2\\gta3\\MODELS\\gta3_archive\\txd_extracted\\;D:\\rockstargames\\ps2\\gtavc\\MODELS\\gta3_archive\\txd_extracted\\;D:\\rockstargames\\ps2\\gtasa\\models\\gta3_archive\\txd_extracted\\");
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rw::Image::setSearchPath("D:\\rockstargames\\ps2\\gta3\\MODELS\\gta3_archive\\txd_extracted\\;"
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"D:\\rockstargames\\ps2\\gtavc\\MODELS\\gta3_archive\\txd_extracted\\;"
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"D:\\rockstargames\\ps2\\gtasa\\models\\gta3_archive\\txd_extracted\\");
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gta::registerEnvSpecPlugin();
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rw::registerMatFXPlugin();
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@ -233,16 +236,17 @@ initrw(void)
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rw::registerNativeDataPlugin();
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rw::registerMeshPlugin();
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rw::Atomic::init();
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rw::d3d::registerNativeRaster();
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rw::platform = rw::PLATFORM_D3D8;
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rw::platform = rw::PLATFORM_D3D9;
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rw::d3d::device = Device;
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// char *filename = "D:\\rockstargames\\pc\\gtavc\\models\\gta3_archive\\admiral.dff";
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char *filename = "D:\\rockstargames\\pc\\gtavc\\models\\gta3_archive\\admiral.dff";
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// char *filename = "D:\\rockstargames\\pc\\gtavc\\models\\gta3_archive\\player.dff";
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// char *filename = "C:\\gtasa\\test\\hanger.dff";
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// char *filename = "C:\\Users\\aap\\Desktop\\tmp\\out.dff";
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char *filename = "out2.dff";
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// char *filename = "out2.dff";
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rw::StreamFile in;
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if(in.open(filename, "rb") == NULL){
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MessageBox(0, "couldn't open file\n", 0, 0);
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@ -257,6 +261,10 @@ initrw(void)
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rw::Atomic *a = clump->atomicList[i];
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a->getPipeline()->instance(a);
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}
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if(rw::platform == rw::PLATFORM_D3D8)
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renderCB = rw::d3d8::drawAtomic;
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else if(rw::platform == rw::PLATFORM_D3D9)
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renderCB = rw::d3d9::drawAtomic;
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// rw::StreamFile out;
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// out.open("out2.dff", "wb");
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@ -329,10 +337,7 @@ Display(float timeDelta)
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gta::nodeNameOffset);
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if(strstr(name, "_dam") || strstr(name, "_vlo"))
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continue;
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if(rw::platform == rw::PLATFORM_D3D9)
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rw::d3d9::drawAtomic(clump->atomicList[i]);
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else if(rw::platform == rw::PLATFORM_D3D8)
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rw::d3d8::drawAtomic(clump->atomicList[i]);
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renderCB(clump->atomicList[i]);
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}
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Device->EndScene();
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@ -32,7 +32,8 @@ main(int argc, char *argv[])
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// rw::version = 0x33002;
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// rw::platform = rw::PLATFORM_PS2;
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// rw::platform = rw::PLATFORM_OGL;
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rw::platform = rw::PLATFORM_XBOX;
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// rw::platform = rw::PLATFORM_XBOX;
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rw::platform = rw::PLATFORM_D3D8;
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int uninstance = 0;
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int arg = 1;
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