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https://github.com/w23/xash3d-fwgs
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vk: fix disappearing sprites for traditional renderer
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@ -19,6 +19,7 @@ layout(location=4) out vec4 vColor;
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void main() {
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vPos = aPos.xyz;
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// FIXME mul by normal matrix
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vNormal = aNormal;
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vTexture0 = aTexture0;
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vLightmapUV = aLightmapUV;
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@ -306,5 +306,5 @@ void Matrix4x4_CreateFromVectors(matrix4x4 out, const vec3_t right, const vec3_t
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out[0][3] = translate[0];
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out[1][3] = translate[1];
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out[2][3] = translate[2];
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out[3][3] = 0;
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out[3][3] = 1;
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}
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@ -793,15 +793,6 @@ static void R_DrawSpriteQuad( const char *debug_name, mspriteframe_t *frame, vec
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matrix4x4 transform;
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Matrix4x4_CreateFromVectors(transform, v_right, v_up, v_normal, org);
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// FIXME orient sprites
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//VectorMA( org, frame->down * scale, v_up, point );
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//VectorMA( point, frame->left * scale, v_right, dst_vtx[0].pos );
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//vtx[0] = org + down * scale * v_up + left * scale * v_right;
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// FIXME Scale3
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//Matrix4x4_CreateScale(transform, frame->down * scale);
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//Matrix4x4_SetOrigin(transform, org[0], org[1], org[2]);
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const vk_render_type_e render_type = spriteRenderModeToRenderType(render_mode);
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R_RenderModelDraw(&g_sprite.quad.model, (r_model_draw_t){
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