mirror of
https://github.com/dhewm/dhewm3.git
synced 2025-01-31 05:30:40 +00:00
Get rid of GLimp_EnableLogging
Only stubs left.
This commit is contained in:
parent
3be7fae15c
commit
32530bf7a2
22 changed files with 0 additions and 2064 deletions
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@ -1931,7 +1931,6 @@ void idImageManager::BindNull() {
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tmu = &backEnd.glState.tmu[backEnd.glState.currenttmu];
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RB_LogComment( "BindNull()\n" );
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if ( tmu->textureType == TT_CUBIC ) {
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qglDisable( GL_TEXTURE_CUBE_MAP_EXT );
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} else if ( tmu->textureType == TT_3D ) {
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@ -1693,10 +1693,6 @@ Automatically enables 2D mapping, cube mapping, or 3D texturing if needed
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==============
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*/
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void idImage::Bind() {
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if ( tr.logFile ) {
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RB_LogComment( "idImage::Bind( %s )\n", imgName.c_str() );
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}
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// if this is an image that we are caching, move it to the front of the LRU chain
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if ( partialImage ) {
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if ( cacheUsageNext ) {
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@ -1789,10 +1785,6 @@ do any enable / disable changes
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==============
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*/
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void idImage::BindFragment() {
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if ( tr.logFile ) {
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RB_LogComment( "idImage::BindFragment %s )\n", imgName.c_str() );
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}
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// if this is an image that we are caching, move it to the front of the LRU chain
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if ( partialImage ) {
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if ( cacheUsageNext ) {
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@ -288,9 +288,6 @@ static void R_CheckCvars( void ) {
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r_brightness.ClearModified();
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R_SetColorMappings();
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}
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// check for changes to logging state
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GLimp_EnableLogging( r_logFile.GetInteger() != 0 );
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}
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/*
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@ -131,7 +131,6 @@ idCVar r_useInteractionCulling( "r_useInteractionCulling", "1", CVAR_RENDERER |
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idCVar r_useInteractionScissors( "r_useInteractionScissors", "2", CVAR_RENDERER | CVAR_INTEGER, "1 = use a custom scissor rectangle for each shadow interaction, 2 = also crop using portal scissors", -2, 2, idCmdSystem::ArgCompletion_Integer<-2,2> );
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idCVar r_useShadowCulling( "r_useShadowCulling", "1", CVAR_RENDERER | CVAR_BOOL, "try to cull shadows from partially visible lights" );
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idCVar r_useFrustumFarDistance( "r_useFrustumFarDistance", "0", CVAR_RENDERER | CVAR_FLOAT, "if != 0 force the view frustum far distance to this distance" );
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idCVar r_logFile( "r_logFile", "0", CVAR_RENDERER | CVAR_INTEGER, "number of frames to emit GL logs" );
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idCVar r_clear( "r_clear", "2", CVAR_RENDERER, "force screen clear every frame, 1 = purple, 2 = black, 'r g b' = custom" );
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idCVar r_offsetFactor( "r_offsetfactor", "0", CVAR_RENDERER | CVAR_FLOAT, "polygon offset parameter" );
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idCVar r_offsetUnits( "r_offsetunits", "-600", CVAR_RENDERER | CVAR_FLOAT, "polygon offset parameter" );
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@ -2102,7 +2101,6 @@ void idRenderSystemLocal::Clear( void ) {
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memset( &pc, 0, sizeof( pc ) );
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memset( &lockSurfacesCmd, 0, sizeof( lockSurfacesCmd ) );
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memset( &identitySpace, 0, sizeof( identitySpace ) );
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logFile = NULL;
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stencilIncr = 0;
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stencilDecr = 0;
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memset( renderCrops, 0, sizeof( renderCrops ) );
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@ -2191,13 +2189,6 @@ void idRenderSystemLocal::Shutdown( void ) {
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globalImages->Shutdown();
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// close the r_logFile
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if ( logFile ) {
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fprintf( logFile, "*** CLOSING LOG ***\n" );
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fclose( logFile );
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logFile = 0;
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}
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// free frame memory
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R_ShutdownFrameData();
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@ -476,8 +476,6 @@ static void RB_RenderViewLight( viewLight_t *vLight ) {
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return;
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}
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RB_LogComment( "---------- RB_RenderViewLight 0x%p ----------\n", vLight );
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// clear the stencil buffer if needed
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if ( vLight->globalShadows || vLight->localShadows ) {
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backEnd.currentScissor = vLight->scissorRect;
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@ -47,7 +47,6 @@ GL_SelectTextureNoClient
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static void GL_SelectTextureNoClient( int unit ) {
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backEnd.glState.currenttmu = unit;
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qglActiveTextureARB( GL_TEXTURE0_ARB + unit );
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RB_LogComment( "glActiveTextureARB( %i )\n", unit );
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}
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/*
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@ -525,8 +525,6 @@ void RB_STD_FillDepthBuffer( drawSurf_t **drawSurfs, int numDrawSurfs ) {
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return;
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}
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RB_LogComment( "---------- RB_STD_FillDepthBuffer ----------\n" );
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// enable the second texture for mirror plane clipping if needed
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if ( backEnd.viewDef->numClipPlanes ) {
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GL_SelectTexture( 1 );
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@ -978,8 +976,6 @@ int RB_STD_DrawShaderPasses( drawSurf_t **drawSurfs, int numDrawSurfs ) {
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return numDrawSurfs;
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}
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RB_LogComment( "---------- RB_STD_DrawShaderPasses ----------\n" );
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// if we are about to draw the first surface that needs
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// the rendering in a texture, copy it over
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if ( drawSurfs[0]->material->GetSort() >= SS_POST_PROCESS ) {
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@ -1183,8 +1179,6 @@ void RB_StencilShadowPass( const drawSurf_t *drawSurfs ) {
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return;
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}
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RB_LogComment( "---------- RB_StencilShadowPass ----------\n" );
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globalImages->BindNull();
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qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
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@ -1302,7 +1296,6 @@ static void RB_BlendLight( const drawSurf_t *drawSurfs, const drawSurf_t *drawS
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if ( r_skipBlendLights.GetBool() ) {
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return;
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}
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RB_LogComment( "---------- RB_BlendLight ----------\n" );
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lightShader = backEnd.vLight->lightShader;
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regs = backEnd.vLight->shaderRegisters;
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@ -1419,8 +1412,6 @@ static void RB_FogPass( const drawSurf_t *drawSurfs, const drawSurf_t *drawSurf
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const shaderStage_t *stage;
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const float *regs;
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RB_LogComment( "---------- RB_FogPass ----------\n" );
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// create a surface for the light frustom triangles, which are oriented drawn side out
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frustumTris = backEnd.vLight->frustumTris;
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@ -1539,8 +1530,6 @@ void RB_STD_FogAllLights( void ) {
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return;
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}
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RB_LogComment( "---------- RB_STD_FogAllLights ----------\n" );
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qglDisable( GL_STENCIL_TEST );
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for ( vLight = backEnd.viewDef->viewLights ; vLight ; vLight = vLight->next ) {
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@ -1607,8 +1596,6 @@ void RB_STD_LightScale( void ) {
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return;
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}
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RB_LogComment( "---------- RB_STD_LightScale ----------\n" );
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// the scissor may be smaller than the viewport for subviews
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if ( r_useScissor.GetBool() ) {
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qglScissor( backEnd.viewDef->viewport.x1 + backEnd.viewDef->scissor.x1,
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@ -1668,8 +1655,6 @@ void RB_STD_DrawView( void ) {
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drawSurf_t **drawSurfs;
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int numDrawSurfs;
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RB_LogComment( "---------- RB_STD_DrawView ----------\n" );
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backEnd.depthFunc = GLS_DEPTHFUNC_EQUAL;
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drawSurfs = (drawSurf_t **)&backEnd.viewDef->drawSurfs[0];
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@ -342,7 +342,6 @@ GL_SelectTextureNoClient
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static void GL_SelectTextureNoClient( int unit ) {
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backEnd.glState.currenttmu = unit;
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qglActiveTextureARB( GL_TEXTURE0_ARB + unit );
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RB_LogComment( "glActiveTextureARB( %i )\n", unit );
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}
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@ -1888,8 +1887,6 @@ void R_EXP_RenderViewDepthImage( void ) {
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backEnd.viewDef->viewport.y1, backEnd.viewDef->viewport.x2 - backEnd.viewDef->viewport.x1 + 1,
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backEnd.viewDef->viewport.y2 - backEnd.viewDef->viewport.y1 + 1 );
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} else {
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RB_LogComment( "---------- R_EXP_RenderViewDepthImage ----------\n" );
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if ( r_sb_usePbuffer.GetBool() ) {
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GL_CheckErrors();
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// set the current openGL drawable to the shadow buffer
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@ -62,9 +62,6 @@ static void RB_RenderInteraction( const drawSurf_t *surf ) {
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const srfTriangles_t *tri = surf->geo;
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const shaderStage_t *lastBumpStage = NULL;
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RB_LogComment( "---------- RB_RenderInteraction %s on %s ----------\n",
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lightShader->GetName(), surfaceShader->GetName() );
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// change the matrix and light projection vectors if needed
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if ( surf->space != backEnd.currentSpace ) {
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backEnd.currentSpace = surf->space;
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@ -577,8 +574,6 @@ static void RB_RenderViewLight( viewLight_t *vLight ) {
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return;
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}
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RB_LogComment( "---------- RB_RenderViewLight 0x%p ----------\n", vLight );
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// clear the stencil buffer if needed
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if ( vLight->globalShadows || vLight->localShadows ) {
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backEnd.currentScissor = vLight->scissorRect;
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@ -61,7 +61,6 @@ GL_SelectTextureNoClient
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void GL_SelectTextureNoClient( int unit ) {
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backEnd.glState.currenttmu = unit;
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qglActiveTextureARB( GL_TEXTURE0_ARB + unit );
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RB_LogComment( "glActiveTextureARB( %i )\n", unit );
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}
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/*
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@ -144,8 +143,6 @@ it will have to be done on an itterated basis
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==================
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*/
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static void RB_NV20_DI_BumpAndLightPass( const drawInteraction_t *din, bool monoLightShader ) {
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RB_LogComment( "---------- RB_NV_BumpAndLightPass ----------\n" );
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GL_State( GLS_COLORMASK | GLS_DEPTHMASK | backEnd.depthFunc );
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// texture 0 is the normalization cube map
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@ -259,8 +256,6 @@ RB_NV20_DI_DiffuseColorPass
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==================
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*/
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static void RB_NV20_DI_DiffuseColorPass( const drawInteraction_t *din ) {
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RB_LogComment( "---------- RB_NV20_DiffuseColorPass ----------\n" );
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GL_State( GLS_SRCBLEND_DST_ALPHA | GLS_DSTBLEND_ONE | GLS_DEPTHMASK | GLS_ALPHAMASK
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| backEnd.depthFunc );
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@ -412,8 +407,6 @@ RB_NV20_DI_SpecularColorPass
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==================
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*/
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static void RB_NV20_DI_SpecularColorPass( const drawInteraction_t *din ) {
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RB_LogComment( "---------- RB_NV20_SpecularColorPass ----------\n" );
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GL_State( GLS_SRCBLEND_DST_ALPHA | GLS_DSTBLEND_ONE | GLS_DEPTHMASK | GLS_ALPHAMASK
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| backEnd.depthFunc );
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@ -555,8 +548,6 @@ RB_NV20_DI_DiffuseAndSpecularColorPass
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==================
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*/
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static void RB_NV20_DI_DiffuseAndSpecularColorPass( const drawInteraction_t *din ) {
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RB_LogComment( "---------- RB_NV20_DI_DiffuseAndSpecularColorPass ----------\n" );
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GL_State( GLS_SRCBLEND_DST_ALPHA | GLS_DSTBLEND_ONE | GLS_DEPTHMASK | backEnd.depthFunc );
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// texture 0 is the normalization cube map for the half angle
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@ -778,8 +769,6 @@ void RB_NV20_DrawInteractions( void ) {
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backEnd.vLight = vLight;
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RB_LogComment( "---------- RB_RenderViewLight 0x%p ----------\n", vLight );
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// clear the stencil buffer if needed
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if ( vLight->globalShadows || vLight->localShadows ) {
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backEnd.currentScissor = vLight->scissorRect;
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@ -288,8 +288,6 @@ void RB_R200_DrawInteractions( void ) {
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backEnd.vLight = vLight;
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RB_LogComment( "---------- RB_RenderViewLight 0x%p ----------\n", vLight );
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// clear the stencil buffer if needed
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if ( vLight->globalShadows || vLight->localShadows ) {
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backEnd.currentScissor = vLight->scissorRect;
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@ -43,8 +43,6 @@ may touch, including the editor.
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void RB_SetDefaultGLState( void ) {
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int i;
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RB_LogComment( "--- R_SetDefaultGLState ---\n" );
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qglClearDepth( 1.0f );
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qglColor4f (1,1,1,1);
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@ -101,23 +99,6 @@ void RB_SetDefaultGLState( void ) {
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}
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/*
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====================
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RB_LogComment
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====================
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*/
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void RB_LogComment( const char *comment, ... ) {
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va_list marker;
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if ( !tr.logFile ) {
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return;
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}
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fprintf( tr.logFile, "// " );
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va_start( marker, comment );
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vfprintf( tr.logFile, comment, marker );
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va_end( marker );
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}
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//=============================================================================
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@ -141,7 +122,6 @@ void GL_SelectTexture( int unit ) {
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qglActiveTextureARB( GL_TEXTURE0_ARB + unit );
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qglClientActiveTextureARB( GL_TEXTURE0_ARB + unit );
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RB_LogComment( "glActiveTextureARB( %i );\nglClientActiveTextureARB( %i );\n", unit, unit );
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backEnd.glState.currenttmu = unit;
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}
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@ -554,8 +534,6 @@ const void RB_SwapBuffers( const void *data ) {
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qglFinish();
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}
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RB_LogComment( "***************** RB_SwapBuffers *****************\n\n\n" );
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// don't flip if drawing to front buffer
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if ( !r_frontBuffer.GetBool() ) {
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GLimp_SwapBuffers();
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@ -578,8 +556,6 @@ const void RB_CopyRender( const void *data ) {
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return;
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}
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RB_LogComment( "***************** RB_CopyRender *****************\n" );
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if (cmd->image) {
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cmd->image->CopyFramebuffer( cmd->x, cmd->y, cmd->imageWidth, cmd->imageHeight, false );
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}
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@ -792,8 +792,6 @@ public:
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drawSurfsCommand_t lockSurfacesCmd; // use this when r_lockSurfaces = 1
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viewEntity_t identitySpace; // can use if we don't know viewDef->worldSpace is valid
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FILE * logFile; // for logging GL calls and frame breaks
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int stencilIncr, stencilDecr; // GL_INCR / INCR_WRAP_EXT, GL_DECR / GL_DECR_EXT
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renderCrop_t renderCrops[MAX_RENDER_CROPS];
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@ -832,7 +830,6 @@ extern idCVar r_swapInterval; // changes wglSwapIntarval
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extern idCVar r_offsetFactor; // polygon offset parameter
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extern idCVar r_offsetUnits; // polygon offset parameter
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extern idCVar r_singleTriangle; // only draw a single triangle per primitive
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extern idCVar r_logFile; // number of frames to emit GL logs
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extern idCVar r_clear; // force screen clear every frame
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extern idCVar r_shadows; // enable shadows
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extern idCVar r_subviewOnly; // 1 = don't render main view, allowing subviews to be debugged
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@ -1114,9 +1111,6 @@ void GLimp_DeactivateContext( void );
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// being immediate returns, which lets us guage how much time is
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// being spent inside OpenGL.
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void GLimp_EnableLogging( bool enable );
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/*
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====================================================================
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@ -1604,9 +1598,6 @@ TR_BACKEND
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void RB_SetDefaultGLState( void );
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void RB_SetGL2D( void );
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// write a comment to the r_logFile if it is enabled
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void RB_LogComment( const char *comment, ... ) id_attribute((format(printf,1,2)));
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void RB_ShowImages( void );
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void RB_ExecuteBackEndCommands( const emptyCommand_t *cmds );
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@ -699,10 +699,6 @@ void RB_CreateSingleDrawInteractions( const drawSurf_t *surf, void (*DrawInterac
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return;
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}
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if ( tr.logFile ) {
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RB_LogComment( "---------- RB_CreateSingleDrawInteractions %s on %s ----------\n", lightShader->GetName(), surfaceShader->GetName() );
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}
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// change the matrix and light projection vectors if needed
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if ( surf->space != backEnd.currentSpace ) {
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backEnd.currentSpace = surf->space;
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@ -2335,8 +2335,6 @@ void RB_RenderDebugTools( drawSurf_t **drawSurfs, int numDrawSurfs ) {
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return;
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}
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RB_LogComment( "---------- RB_RenderDebugTools ----------\n" );
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GL_State( GLS_DEFAULT );
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backEnd.currentScissor = backEnd.viewDef->scissor;
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qglScissor( backEnd.viewDef->viewport.x1 + backEnd.currentScissor.x1,
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@ -64,15 +64,6 @@ static bool vidmode_active = false;
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static int save_rampsize = 0;
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static unsigned short *save_red, *save_green, *save_blue;
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void GLimp_EnableLogging(bool log) {
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static bool logging;
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if (log != logging)
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{
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common->DPrintf("GLimp_EnableLogging - not available\n");
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logging = log;
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}
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}
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void GLimp_ActivateContext() {
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assert( dpy );
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assert( ctx );
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@ -602,11 +602,6 @@ void GLimp_Shutdown( void ) {
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glw_state.window = nil;
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}
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if (glw_state.log_fp) {
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fclose(glw_state.log_fp);
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glw_state.log_fp = 0;
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}
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for (displayIndex = 0; displayIndex < glw_state.displayCount; displayIndex++) {
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free(glw_state.originalDisplayGammaTables[displayIndex].red);
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free(glw_state.originalDisplayGammaTables[displayIndex].blue);
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@ -631,13 +626,6 @@ void GLimp_Shutdown( void ) {
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common->Printf("----- Done shutting down GL -----\n");
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||||
}
|
||||
|
||||
/*
|
||||
===============
|
||||
GLimp_LogComment
|
||||
===============
|
||||
*/
|
||||
void GLimp_LogComment( char *comment ) { }
|
||||
|
||||
/*
|
||||
===============
|
||||
GLimp_SetGamma
|
||||
|
@ -1445,8 +1433,6 @@ void GLimp_ActivateContext( void ) {
|
|||
[OSX_GetNSGLContext() makeCurrentContext];
|
||||
}
|
||||
|
||||
void GLimp_EnableLogging(bool stat) { }
|
||||
|
||||
NSDictionary *Sys_GetMatchingDisplayMode( glimpParms_t parms ) {
|
||||
NSArray *displayModes;
|
||||
NSDictionary *mode;
|
||||
|
|
|
@ -48,8 +48,6 @@ typedef struct
|
|||
bool _ctx_is_current;
|
||||
NSWindow *window;
|
||||
|
||||
FILE *log_fp;
|
||||
|
||||
unsigned int bufferSwapCount;
|
||||
unsigned int glPauseCount;
|
||||
} glwstate_t;
|
||||
|
|
|
@ -377,8 +377,6 @@ void glVertex4sv(const GLshort *v){};
|
|||
void glVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer){};
|
||||
void glViewport(GLint x, GLint y, GLsizei width, GLsizei height){};
|
||||
|
||||
void GLimp_EnableLogging(bool) {};
|
||||
|
||||
static void StubFunction( void ) {};
|
||||
GLExtension_t GLimp_ExtensionPointer( const char *a) { return StubFunction; };
|
||||
|
||||
|
|
File diff suppressed because it is too large
Load diff
|
@ -733,16 +733,6 @@ static bool GLW_SetFullScreen( glimpParms_t parms ) {
|
|||
return false;
|
||||
}
|
||||
|
||||
/*
|
||||
==================
|
||||
GLimp_EnableLogging
|
||||
|
||||
==================
|
||||
*/
|
||||
void GLimp_EnableLogging( bool enable ) {
|
||||
common->DPrintf("GLimp_EnableLogging - not available\n");
|
||||
}
|
||||
|
||||
/*
|
||||
===================
|
||||
GLimp_Init
|
||||
|
@ -808,9 +798,6 @@ bool GLimp_Init( glimpParms_t parms ) {
|
|||
// wglSwapinterval, etc
|
||||
GLW_CheckWGLExtensions( win32.hDC );
|
||||
|
||||
// check logging
|
||||
GLimp_EnableLogging( ( r_logFile.GetInteger() != 0 ) );
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
|
@ -122,8 +122,6 @@ struct Win32Vars_t {
|
|||
|
||||
bool cdsFullscreen;
|
||||
|
||||
FILE *log_fp;
|
||||
|
||||
unsigned short oldHardwareGamma[3][256];
|
||||
// desktop gamma is saved here for restoration at exit
|
||||
|
||||
|
|
Loading…
Reference in a new issue