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Properly align plates by compensating for the half-pixel offset of Direct3D 9.
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@ -11664,7 +11664,11 @@ void plDXPlateManager::IDrawToDevice( plPipeline *pipe )
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fD3DDevice->SetFVF(dxPipe->fSettings.fCurrFVFFormat = PLD3D_PLATEFVF);
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fD3DDevice->SetFVF(dxPipe->fSettings.fCurrFVFFormat = PLD3D_PLATEFVF);
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fD3DDevice->SetStreamSource( 0, fVertBuffer, 0, sizeof( plPlateVertex ) );
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fD3DDevice->SetStreamSource( 0, fVertBuffer, 0, sizeof( plPlateVertex ) );
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plProfile_Inc(VertexChange);
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plProfile_Inc(VertexChange);
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fD3DDevice->SetTransform( D3DTS_VIEW, &d3dIdentityMatrix );
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// To get plates properly pixel-aligned, we need to compensate for D3D9's weird half-pixel
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// offset (see http://drilian.com/2008/11/25/understanding-half-pixel-and-half-texel-offsets/
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// or http://msdn.microsoft.com/en-us/library/bb219690(VS.85).aspx).
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D3DXMatrixTranslation(&mat, -0.5f/scrnWidthDiv2, -0.5f/scrnHeightDiv2, 0.0f);
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fD3DDevice->SetTransform( D3DTS_VIEW, &mat );
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oldCullMode = dxPipe->fCurrCullMode;
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oldCullMode = dxPipe->fCurrCullMode;
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for( plate = fPlates; plate != nil; plate = plate->GetNext() )
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for( plate = fPlates; plate != nil; plate = plate->GetNext() )
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