Converted gl -> qgl.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@753 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
parent
478d42c441
commit
9528e73c96
1 changed files with 142 additions and 143 deletions
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@ -764,10 +764,10 @@ static galiastexnum_t *GL_ChooseSkin(galiasinfo_t *inf, char *modelname, entity_
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}
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texnums->base = texture_extension_number++;
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GL_Bind(texnums->base);
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glTexImage2D (GL_TEXTURE_2D, 0, gl_solid_format, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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qglTexImage2D (GL_TEXTURE_2D, 0, gl_solid_format, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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//now do the fullbrights.
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@ -786,10 +786,10 @@ static galiastexnum_t *GL_ChooseSkin(galiasinfo_t *inf, char *modelname, entity_
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}
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texnums->fullbright = texture_extension_number++;
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GL_Bind(texnums->fullbright);
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glTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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qglTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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else
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{
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@ -892,54 +892,54 @@ static void R_DrawShadowVolume(mesh_t *mesh)
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int *neighbours = mesh->trneighbors;
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int numtris = mesh->numindexes/3;
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glBegin(GL_TRIANGLES);
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qglBegin(GL_TRIANGLES);
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for (t = 0; t < numtris; t++)
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{
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if (triangleFacing[t])
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{
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//draw front
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glVertex3fv(verts[indexes[t*3+0]]);
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glVertex3fv(verts[indexes[t*3+1]]);
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glVertex3fv(verts[indexes[t*3+2]]);
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qglVertex3fv(verts[indexes[t*3+0]]);
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qglVertex3fv(verts[indexes[t*3+1]]);
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qglVertex3fv(verts[indexes[t*3+2]]);
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//draw back
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glVertex3fv(proj[indexes[t*3+1]]);
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glVertex3fv(proj[indexes[t*3+0]]);
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glVertex3fv(proj[indexes[t*3+2]]);
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qglVertex3fv(proj[indexes[t*3+1]]);
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qglVertex3fv(proj[indexes[t*3+0]]);
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qglVertex3fv(proj[indexes[t*3+2]]);
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//draw side caps
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if (neighbours[t*3+0] < 0 || !triangleFacing[neighbours[t*3+0]])
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{
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glVertex3fv(verts[indexes[t*3+1]]);
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glVertex3fv(verts[indexes[t*3+0]]);
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glVertex3fv(proj [indexes[t*3+0]]);
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glVertex3fv(verts[indexes[t*3+1]]);
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glVertex3fv(proj [indexes[t*3+0]]);
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glVertex3fv(proj [indexes[t*3+1]]);
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qglVertex3fv(verts[indexes[t*3+1]]);
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qglVertex3fv(verts[indexes[t*3+0]]);
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qglVertex3fv(proj [indexes[t*3+0]]);
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qglVertex3fv(verts[indexes[t*3+1]]);
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qglVertex3fv(proj [indexes[t*3+0]]);
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qglVertex3fv(proj [indexes[t*3+1]]);
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}
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if (neighbours[t*3+1] < 0 || !triangleFacing[neighbours[t*3+1]])
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{
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glVertex3fv(verts[indexes[t*3+2]]);
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glVertex3fv(verts[indexes[t*3+1]]);
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glVertex3fv(proj [indexes[t*3+1]]);
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glVertex3fv(verts[indexes[t*3+2]]);
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glVertex3fv(proj [indexes[t*3+1]]);
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glVertex3fv(proj [indexes[t*3+2]]);
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qglVertex3fv(verts[indexes[t*3+2]]);
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qglVertex3fv(verts[indexes[t*3+1]]);
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qglVertex3fv(proj [indexes[t*3+1]]);
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qglVertex3fv(verts[indexes[t*3+2]]);
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qglVertex3fv(proj [indexes[t*3+1]]);
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qglVertex3fv(proj [indexes[t*3+2]]);
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}
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if (neighbours[t*3+2] < 0 || !triangleFacing[neighbours[t*3+2]])
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{
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glVertex3fv(verts[indexes[t*3+0]]);
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glVertex3fv(verts[indexes[t*3+2]]);
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glVertex3fv(proj [indexes[t*3+2]]);
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glVertex3fv(verts[indexes[t*3+0]]);
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glVertex3fv(proj [indexes[t*3+2]]);
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glVertex3fv(proj [indexes[t*3+0]]);
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qglVertex3fv(verts[indexes[t*3+0]]);
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qglVertex3fv(verts[indexes[t*3+2]]);
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qglVertex3fv(proj [indexes[t*3+2]]);
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qglVertex3fv(verts[indexes[t*3+0]]);
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qglVertex3fv(proj [indexes[t*3+2]]);
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qglVertex3fv(proj [indexes[t*3+0]]);
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}
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}
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}
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glEnd();
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qglEnd();
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}
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void GL_DrawAliasMesh_Sketch (mesh_t *mesh, int texnum)
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@ -950,8 +950,8 @@ void GL_DrawAliasMesh_Sketch (mesh_t *mesh, int texnum)
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R_UnlockArrays();
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#endif
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glDepthFunc(gldepthfunc);
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glDepthMask(1);
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qglDepthFunc(gldepthfunc);
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qglDepthMask(1);
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if (gldepthmin == 0.5)
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qglCullFace ( GL_BACK );
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@ -960,37 +960,37 @@ void GL_DrawAliasMesh_Sketch (mesh_t *mesh, int texnum)
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GL_TexEnv(GL_MODULATE);
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glDisable(GL_TEXTURE_2D);
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qglDisable(GL_TEXTURE_2D);
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glVertexPointer(3, GL_FLOAT, 16, mesh->xyz_array);
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glEnableClientState( GL_VERTEX_ARRAY );
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qglVertexPointer(3, GL_FLOAT, 16, mesh->xyz_array);
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qglEnableClientState( GL_VERTEX_ARRAY );
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if (mesh->normals_array && glNormalPointer) //d3d wrapper doesn't support normals, and this is only really needed for truform
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if (mesh->normals_array && qglNormalPointer) //d3d wrapper doesn't support normals, and this is only really needed for truform
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{
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glNormalPointer(GL_FLOAT, 0, mesh->normals_array);
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glEnableClientState( GL_NORMAL_ARRAY );
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qglNormalPointer(GL_FLOAT, 0, mesh->normals_array);
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qglEnableClientState( GL_NORMAL_ARRAY );
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}
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if (mesh->colors_array)
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{
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glColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh->colors_array);
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glEnableClientState( GL_COLOR_ARRAY );
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qglColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh->colors_array);
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qglEnableClientState( GL_COLOR_ARRAY );
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}
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else
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glDisableClientState( GL_COLOR_ARRAY );
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qglDisableClientState( GL_COLOR_ARRAY );
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glEnableClientState( GL_TEXTURE_COORD_ARRAY );
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glTexCoordPointer(2, GL_FLOAT, 0, mesh->st_array);
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qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
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qglTexCoordPointer(2, GL_FLOAT, 0, mesh->st_array);
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glDrawElements(GL_TRIANGLES, mesh->numindexes, GL_UNSIGNED_INT, mesh->indexes);
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qglDrawElements(GL_TRIANGLES, mesh->numindexes, GL_UNSIGNED_INT, mesh->indexes);
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glDisableClientState( GL_VERTEX_ARRAY );
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glDisableClientState( GL_COLOR_ARRAY );
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glDisableClientState( GL_NORMAL_ARRAY );
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glDisableClientState( GL_TEXTURE_COORD_ARRAY );
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qglDisableClientState( GL_VERTEX_ARRAY );
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qglDisableClientState( GL_COLOR_ARRAY );
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qglDisableClientState( GL_NORMAL_ARRAY );
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qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
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glColor3f(0, 0, 0);
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glBegin(GL_LINES);
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qglColor3f(0, 0, 0);
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qglBegin(GL_LINES);
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for (i = 0; i < mesh->numindexes; i+=3)
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{
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float *v1, *v2, *v3;
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@ -1000,29 +1000,29 @@ void GL_DrawAliasMesh_Sketch (mesh_t *mesh, int texnum)
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v3 = mesh->xyz_array[mesh->indexes[i+2]];
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for (n = 0; n < 3; n++) //rember we do this triangle AND the neighbours
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{
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glVertex3f( v1[0]+0.5*(rand()/(float)RAND_MAX-0.5),
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qglVertex3f(v1[0]+0.5*(rand()/(float)RAND_MAX-0.5),
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v1[1]+0.5*(rand()/(float)RAND_MAX-0.5),
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v1[2]+0.5*(rand()/(float)RAND_MAX-0.5));
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glVertex3f( v2[0]+0.5*(rand()/(float)RAND_MAX-0.5),
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qglVertex3f(v2[0]+0.5*(rand()/(float)RAND_MAX-0.5),
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v2[1]+0.5*(rand()/(float)RAND_MAX-0.5),
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v2[2]+0.5*(rand()/(float)RAND_MAX-0.5));
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glVertex3f( v2[0]+0.5*(rand()/(float)RAND_MAX-0.5),
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qglVertex3f(v2[0]+0.5*(rand()/(float)RAND_MAX-0.5),
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v2[1]+0.5*(rand()/(float)RAND_MAX-0.5),
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v2[2]+0.5*(rand()/(float)RAND_MAX-0.5));
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glVertex3f( v3[0]+0.5*(rand()/(float)RAND_MAX-0.5),
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qglVertex3f(v3[0]+0.5*(rand()/(float)RAND_MAX-0.5),
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v3[1]+0.5*(rand()/(float)RAND_MAX-0.5),
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v3[2]+0.5*(rand()/(float)RAND_MAX-0.5));
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glVertex3f( v3[0]+0.5*(rand()/(float)RAND_MAX-0.5),
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qglVertex3f(v3[0]+0.5*(rand()/(float)RAND_MAX-0.5),
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v3[1]+0.5*(rand()/(float)RAND_MAX-0.5),
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v3[2]+0.5*(rand()/(float)RAND_MAX-0.5));
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glVertex3f( v1[0]+0.5*(rand()/(float)RAND_MAX-0.5),
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qglVertex3f(v1[0]+0.5*(rand()/(float)RAND_MAX-0.5),
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v1[1]+0.5*(rand()/(float)RAND_MAX-0.5),
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v1[2]+0.5*(rand()/(float)RAND_MAX-0.5));
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}
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}
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glEnd();
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qglEnd();
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#ifdef Q3SHADERS
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R_IBrokeTheArrays();
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@ -1036,8 +1036,8 @@ void GL_DrawAliasMesh (mesh_t *mesh, int texnum)
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R_UnlockArrays();
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#endif
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glDepthFunc(gldepthfunc);
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glDepthMask(1);
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qglDepthFunc(gldepthfunc);
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qglDepthMask(1);
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GL_Bind(texnum);
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if (gldepthmin == 0.5)
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@ -1047,32 +1047,32 @@ void GL_DrawAliasMesh (mesh_t *mesh, int texnum)
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GL_TexEnv(GL_MODULATE);
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glVertexPointer(3, GL_FLOAT, 16, mesh->xyz_array);
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glEnableClientState( GL_VERTEX_ARRAY );
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qglVertexPointer(3, GL_FLOAT, 16, mesh->xyz_array);
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qglEnableClientState( GL_VERTEX_ARRAY );
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if (mesh->normals_array && glNormalPointer) //d3d wrapper doesn't support normals, and this is only really needed for truform
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if (mesh->normals_array && qglNormalPointer) //d3d wrapper doesn't support normals, and this is only really needed for truform
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{
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glNormalPointer(GL_FLOAT, 0, mesh->normals_array);
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glEnableClientState( GL_NORMAL_ARRAY );
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qglNormalPointer(GL_FLOAT, 0, mesh->normals_array);
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qglEnableClientState( GL_NORMAL_ARRAY );
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}
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if (mesh->colors_array)
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{
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glColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh->colors_array);
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glEnableClientState( GL_COLOR_ARRAY );
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qglColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh->colors_array);
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qglEnableClientState( GL_COLOR_ARRAY );
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}
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else
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glDisableClientState( GL_COLOR_ARRAY );
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qglDisableClientState( GL_COLOR_ARRAY );
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glEnableClientState( GL_TEXTURE_COORD_ARRAY );
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glTexCoordPointer(2, GL_FLOAT, 0, mesh->st_array);
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qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
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qglTexCoordPointer(2, GL_FLOAT, 0, mesh->st_array);
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glDrawElements(GL_TRIANGLES, mesh->numindexes, GL_UNSIGNED_INT, mesh->indexes);
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qglDrawElements(GL_TRIANGLES, mesh->numindexes, GL_UNSIGNED_INT, mesh->indexes);
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glDisableClientState( GL_VERTEX_ARRAY );
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glDisableClientState( GL_COLOR_ARRAY );
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glDisableClientState( GL_NORMAL_ARRAY );
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glDisableClientState( GL_TEXTURE_COORD_ARRAY );
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qglDisableClientState( GL_VERTEX_ARRAY );
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qglDisableClientState( GL_COLOR_ARRAY );
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qglDisableClientState( GL_NORMAL_ARRAY );
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qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
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#ifdef Q3SHADERS
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R_IBrokeTheArrays();
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@ -1247,57 +1247,57 @@ void R_DrawGAliasModel (entity_t *e)
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GL_DisableMultitexture();
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GL_TexEnv(GL_MODULATE);
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if (gl_smoothmodels.value)
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glShadeModel (GL_SMOOTH);
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qglShadeModel (GL_SMOOTH);
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if (gl_affinemodels.value)
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glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
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qglHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
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glDisable (GL_ALPHA_TEST);
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qglDisable (GL_ALPHA_TEST);
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if (e->flags & Q2RF_DEPTHHACK)
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glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
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qglDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
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// glColor3f( 1,1,1);
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if ((e->model->flags & EF_SPECIAL_TRANS)) //hexen2 flags.
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{
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glEnable (GL_BLEND);
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glBlendFunc (GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA);
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qglEnable (GL_BLEND);
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qglBlendFunc (GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA);
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// glColor3f( 1,1,1);
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glDisable( GL_CULL_FACE );
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qglDisable( GL_CULL_FACE );
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}
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else if (e->drawflags & DRF_TRANSLUCENT)
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{
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glEnable (GL_BLEND);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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qglEnable (GL_BLEND);
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qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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e->alpha = r_wateralpha.value;
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// glColor4f( 1,1,1,r_wateralpha.value);
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// qglColor4f( 1,1,1,r_wateralpha.value);
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}
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else if ((e->model->flags & EF_TRANSPARENT))
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{
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glEnable (GL_BLEND);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// glColor3f( 1,1,1);
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qglEnable (GL_BLEND);
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qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// qglColor3f( 1,1,1);
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}
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else if ((e->model->flags & EF_HOLEY))
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{
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glEnable (GL_ALPHA_TEST);
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// glEnable (GL_BLEND);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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qglEnable (GL_ALPHA_TEST);
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// qglEnable (GL_BLEND);
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qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// glColor3f( 1,1,1);
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// qglColor3f( 1,1,1);
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}
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else if (e->alpha < 1)
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{
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glEnable(GL_BLEND);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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qglEnable(GL_BLEND);
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qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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else
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{
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glDisable(GL_BLEND);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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qglDisable(GL_BLEND);
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qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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// glEnable (GL_ALPHA_TEST);
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// qglEnable (GL_ALPHA_TEST);
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glPushMatrix();
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qglPushMatrix();
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R_RotateForEntity(e);
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if (e->scale != 1 && e->scale != 0) //hexen 2 stuff
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@ -1312,10 +1312,10 @@ void R_DrawGAliasModel (entity_t *e)
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scale_origin[1] = clmodel->mins[1];
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scale_origin[2] = clmodel->mins[2];
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/* glScalef( 1/scale[0],
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/* qglScalef( 1/scale[0],
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1/scale[1],
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1/scale[2]);
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glTranslatef ( -scale_origin[0],
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qglTranslatef ( -scale_origin[0],
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-scale_origin[1],
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-scale_origin[2]);
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*/
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||||
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@ -1383,20 +1383,20 @@ void R_DrawGAliasModel (entity_t *e)
|
|||
+currententity->origin[1]+(cl.time*3))*5.5;
|
||||
}*/
|
||||
|
||||
glTranslatef (tmatrix[0][3],tmatrix[1][3],tmatrix[2][3]);
|
||||
glScalef (tmatrix[0][0],tmatrix[1][1],tmatrix[2][2]);
|
||||
qglTranslatef (tmatrix[0][3],tmatrix[1][3],tmatrix[2][3]);
|
||||
qglScalef (tmatrix[0][0],tmatrix[1][1],tmatrix[2][2]);
|
||||
|
||||
glScalef( 1/scale[0],
|
||||
qglScalef( 1/scale[0],
|
||||
1/scale[1],
|
||||
1/scale[2]);
|
||||
glTranslatef ( -scale_origin[0],
|
||||
qglTranslatef ( -scale_origin[0],
|
||||
-scale_origin[1],
|
||||
-scale_origin[2]);
|
||||
}
|
||||
|
||||
inf = GLMod_Extradata (clmodel);
|
||||
if (qglPNTrianglesfATI && gl_ati_truform.value)
|
||||
glEnable(GL_PN_TRIANGLES_ATI);
|
||||
qglEnable(GL_PN_TRIANGLES_ATI);
|
||||
|
||||
memset(&mesh, 0, sizeof(mesh));
|
||||
while(inf)
|
||||
|
@ -1410,7 +1410,7 @@ void R_DrawGAliasModel (entity_t *e)
|
|||
GL_DrawAliasMesh_Sketch(&mesh, skin->base);
|
||||
else if (!skin)
|
||||
{
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
qglEnable(GL_TEXTURE_2D);
|
||||
GL_DrawAliasMesh_Sketch(&mesh, 1);
|
||||
}
|
||||
#ifdef Q3SHADERS
|
||||
|
@ -1434,7 +1434,7 @@ void R_DrawGAliasModel (entity_t *e)
|
|||
#endif
|
||||
else
|
||||
{
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
qglEnable(GL_TEXTURE_2D);
|
||||
// if (skin->bump)
|
||||
// GL_DrawMeshBump(&mesh, skin->base, 0, skin->bump, 0);
|
||||
// else
|
||||
|
@ -1443,12 +1443,11 @@ void R_DrawGAliasModel (entity_t *e)
|
|||
if (skin->fullbright && r_fb_models.value && cls.allow_luma)
|
||||
{
|
||||
mesh.colors_array = NULL;
|
||||
glEnable(GL_BLEND);
|
||||
glColor4f(1, 1, 1, e->alpha*r_fb_models.value);
|
||||
qglEnable(GL_BLEND);
|
||||
qglColor4f(1, 1, 1, e->alpha*r_fb_models.value);
|
||||
c_alias_polys += mesh.numindexes/3;
|
||||
GL_DrawAliasMesh(&mesh, skin->fullbright);
|
||||
}
|
||||
|
||||
}
|
||||
if (inf->nextsurf)
|
||||
inf = (galiasinfo_t*)((char *)inf + inf->nextsurf);
|
||||
|
@ -1457,71 +1456,71 @@ void R_DrawGAliasModel (entity_t *e)
|
|||
}
|
||||
|
||||
if (qglPNTrianglesfATI && gl_ati_truform.value)
|
||||
glDisable(GL_PN_TRIANGLES_ATI);
|
||||
qglDisable(GL_PN_TRIANGLES_ATI);
|
||||
|
||||
#ifdef SHOWLIGHTDIR //testing
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
glBegin(GL_LINES);
|
||||
glColor3f(1,0,0);
|
||||
glVertex3f( 0,
|
||||
qglDisable(GL_TEXTURE_2D);
|
||||
qglBegin(GL_LINES);
|
||||
qglColor3f(1,0,0);
|
||||
qglVertex3f( 0,
|
||||
0,
|
||||
0);
|
||||
glVertex3f( 100*mesh.lightaxis[0][0],
|
||||
qglVertex3f( 100*mesh.lightaxis[0][0],
|
||||
100*mesh.lightaxis[0][1],
|
||||
100*mesh.lightaxis[0][2]);
|
||||
|
||||
glColor3f(0,1,0);
|
||||
glVertex3f( 0,
|
||||
qglColor3f(0,1,0);
|
||||
qglVertex3f( 0,
|
||||
0,
|
||||
0);
|
||||
glVertex3f( 100*mesh.lightaxis[1][0],
|
||||
qglVertex3f( 100*mesh.lightaxis[1][0],
|
||||
100*mesh.lightaxis[1][1],
|
||||
100*mesh.lightaxis[1][2]);
|
||||
|
||||
glColor3f(0,0,1);
|
||||
glVertex3f( 0,
|
||||
qglColor3f(0,0,1);
|
||||
qglVertex3f( 0,
|
||||
0,
|
||||
0);
|
||||
glVertex3f( 100*mesh.lightaxis[2][0],
|
||||
qglVertex3f( 100*mesh.lightaxis[2][0],
|
||||
100*mesh.lightaxis[2][1],
|
||||
100*mesh.lightaxis[2][2]);
|
||||
glEnd();
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
qglEnd();
|
||||
qglEnable(GL_TEXTURE_2D);
|
||||
#endif
|
||||
|
||||
glPopMatrix();
|
||||
qglPopMatrix();
|
||||
|
||||
glDisable(GL_BLEND);
|
||||
qglDisable(GL_BLEND);
|
||||
|
||||
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
GL_TexEnv(GL_REPLACE);
|
||||
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
qglEnable(GL_TEXTURE_2D);
|
||||
|
||||
glShadeModel (GL_FLAT);
|
||||
qglShadeModel (GL_FLAT);
|
||||
if (gl_affinemodels.value)
|
||||
glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
|
||||
qglHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
|
||||
|
||||
if (e->flags & Q2RF_DEPTHHACK)
|
||||
glDepthRange (gldepthmin, gldepthmax);
|
||||
qglDepthRange (gldepthmin, gldepthmax);
|
||||
|
||||
if ((currententity->model->flags & EF_SPECIAL_TRANS) && gl_cull.value)
|
||||
glEnable( GL_CULL_FACE );
|
||||
qglEnable( GL_CULL_FACE );
|
||||
if ((currententity->model->flags & EF_HOLEY))
|
||||
glDisable( GL_ALPHA_TEST );
|
||||
qglDisable( GL_ALPHA_TEST );
|
||||
|
||||
#ifdef SHOWLIGHTDIR //testing
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
glColor3f(1,1,1);
|
||||
glBegin(GL_LINES);
|
||||
glVertex3f( currententity->origin[0],
|
||||
qglDisable(GL_TEXTURE_2D);
|
||||
qglColor3f(1,1,1);
|
||||
qglBegin(GL_LINES);
|
||||
qglVertex3f( currententity->origin[0],
|
||||
currententity->origin[1],
|
||||
currententity->origin[2]);
|
||||
glVertex3f( currententity->origin[0]+100*lightdir[0],
|
||||
qglVertex3f( currententity->origin[0]+100*lightdir[0],
|
||||
currententity->origin[1]+100*lightdir[1],
|
||||
currententity->origin[2]+100*lightdir[2]);
|
||||
glEnd();
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
qglEnd();
|
||||
qglEnable(GL_TEXTURE_2D);
|
||||
#endif
|
||||
}
|
||||
|
||||
|
@ -1679,7 +1678,7 @@ void R_DrawGAliasShadowVolume(entity_t *e, vec3_t lightpos, float radius)
|
|||
if (Length(lightorg) > radius + clmodel->radius)
|
||||
return;
|
||||
|
||||
glPushMatrix();
|
||||
qglPushMatrix();
|
||||
R_RotateForEntity(e);
|
||||
|
||||
|
||||
|
@ -1700,7 +1699,7 @@ void R_DrawGAliasShadowVolume(entity_t *e, vec3_t lightpos, float radius)
|
|||
inf = NULL;
|
||||
}
|
||||
|
||||
glPopMatrix();
|
||||
qglPopMatrix();
|
||||
}
|
||||
|
||||
|
||||
|
|
Loading…
Reference in a new issue