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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:
Spoike 2005-01-07 02:54:22 +00:00
parent 478d42c441
commit 9528e73c96

View file

@ -764,10 +764,10 @@ static galiastexnum_t *GL_ChooseSkin(galiasinfo_t *inf, char *modelname, entity_
}
texnums->base = texture_extension_number++;
GL_Bind(texnums->base);
glTexImage2D (GL_TEXTURE_2D, 0, gl_solid_format, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
qglTexImage2D (GL_TEXTURE_2D, 0, gl_solid_format, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//now do the fullbrights.
@ -786,10 +786,10 @@ static galiastexnum_t *GL_ChooseSkin(galiasinfo_t *inf, char *modelname, entity_
}
texnums->fullbright = texture_extension_number++;
GL_Bind(texnums->fullbright);
glTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
qglTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
else
{
@ -892,54 +892,54 @@ static void R_DrawShadowVolume(mesh_t *mesh)
int *neighbours = mesh->trneighbors;
int numtris = mesh->numindexes/3;
glBegin(GL_TRIANGLES);
qglBegin(GL_TRIANGLES);
for (t = 0; t < numtris; t++)
{
if (triangleFacing[t])
{
//draw front
glVertex3fv(verts[indexes[t*3+0]]);
glVertex3fv(verts[indexes[t*3+1]]);
glVertex3fv(verts[indexes[t*3+2]]);
qglVertex3fv(verts[indexes[t*3+0]]);
qglVertex3fv(verts[indexes[t*3+1]]);
qglVertex3fv(verts[indexes[t*3+2]]);
//draw back
glVertex3fv(proj[indexes[t*3+1]]);
glVertex3fv(proj[indexes[t*3+0]]);
glVertex3fv(proj[indexes[t*3+2]]);
qglVertex3fv(proj[indexes[t*3+1]]);
qglVertex3fv(proj[indexes[t*3+0]]);
qglVertex3fv(proj[indexes[t*3+2]]);
//draw side caps
if (neighbours[t*3+0] < 0 || !triangleFacing[neighbours[t*3+0]])
{
glVertex3fv(verts[indexes[t*3+1]]);
glVertex3fv(verts[indexes[t*3+0]]);
glVertex3fv(proj [indexes[t*3+0]]);
glVertex3fv(verts[indexes[t*3+1]]);
glVertex3fv(proj [indexes[t*3+0]]);
glVertex3fv(proj [indexes[t*3+1]]);
qglVertex3fv(verts[indexes[t*3+1]]);
qglVertex3fv(verts[indexes[t*3+0]]);
qglVertex3fv(proj [indexes[t*3+0]]);
qglVertex3fv(verts[indexes[t*3+1]]);
qglVertex3fv(proj [indexes[t*3+0]]);
qglVertex3fv(proj [indexes[t*3+1]]);
}
if (neighbours[t*3+1] < 0 || !triangleFacing[neighbours[t*3+1]])
{
glVertex3fv(verts[indexes[t*3+2]]);
glVertex3fv(verts[indexes[t*3+1]]);
glVertex3fv(proj [indexes[t*3+1]]);
glVertex3fv(verts[indexes[t*3+2]]);
glVertex3fv(proj [indexes[t*3+1]]);
glVertex3fv(proj [indexes[t*3+2]]);
qglVertex3fv(verts[indexes[t*3+2]]);
qglVertex3fv(verts[indexes[t*3+1]]);
qglVertex3fv(proj [indexes[t*3+1]]);
qglVertex3fv(verts[indexes[t*3+2]]);
qglVertex3fv(proj [indexes[t*3+1]]);
qglVertex3fv(proj [indexes[t*3+2]]);
}
if (neighbours[t*3+2] < 0 || !triangleFacing[neighbours[t*3+2]])
{
glVertex3fv(verts[indexes[t*3+0]]);
glVertex3fv(verts[indexes[t*3+2]]);
glVertex3fv(proj [indexes[t*3+2]]);
glVertex3fv(verts[indexes[t*3+0]]);
glVertex3fv(proj [indexes[t*3+2]]);
glVertex3fv(proj [indexes[t*3+0]]);
qglVertex3fv(verts[indexes[t*3+0]]);
qglVertex3fv(verts[indexes[t*3+2]]);
qglVertex3fv(proj [indexes[t*3+2]]);
qglVertex3fv(verts[indexes[t*3+0]]);
qglVertex3fv(proj [indexes[t*3+2]]);
qglVertex3fv(proj [indexes[t*3+0]]);
}
}
}
glEnd();
qglEnd();
}
void GL_DrawAliasMesh_Sketch (mesh_t *mesh, int texnum)
@ -950,8 +950,8 @@ void GL_DrawAliasMesh_Sketch (mesh_t *mesh, int texnum)
R_UnlockArrays();
#endif
glDepthFunc(gldepthfunc);
glDepthMask(1);
qglDepthFunc(gldepthfunc);
qglDepthMask(1);
if (gldepthmin == 0.5)
qglCullFace ( GL_BACK );
@ -960,37 +960,37 @@ void GL_DrawAliasMesh_Sketch (mesh_t *mesh, int texnum)
GL_TexEnv(GL_MODULATE);
glDisable(GL_TEXTURE_2D);
qglDisable(GL_TEXTURE_2D);
glVertexPointer(3, GL_FLOAT, 16, mesh->xyz_array);
glEnableClientState( GL_VERTEX_ARRAY );
qglVertexPointer(3, GL_FLOAT, 16, mesh->xyz_array);
qglEnableClientState( GL_VERTEX_ARRAY );
if (mesh->normals_array && glNormalPointer) //d3d wrapper doesn't support normals, and this is only really needed for truform
if (mesh->normals_array && qglNormalPointer) //d3d wrapper doesn't support normals, and this is only really needed for truform
{
glNormalPointer(GL_FLOAT, 0, mesh->normals_array);
glEnableClientState( GL_NORMAL_ARRAY );
qglNormalPointer(GL_FLOAT, 0, mesh->normals_array);
qglEnableClientState( GL_NORMAL_ARRAY );
}
if (mesh->colors_array)
{
glColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh->colors_array);
glEnableClientState( GL_COLOR_ARRAY );
qglColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh->colors_array);
qglEnableClientState( GL_COLOR_ARRAY );
}
else
glDisableClientState( GL_COLOR_ARRAY );
qglDisableClientState( GL_COLOR_ARRAY );
glEnableClientState( GL_TEXTURE_COORD_ARRAY );
glTexCoordPointer(2, GL_FLOAT, 0, mesh->st_array);
qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
qglTexCoordPointer(2, GL_FLOAT, 0, mesh->st_array);
glDrawElements(GL_TRIANGLES, mesh->numindexes, GL_UNSIGNED_INT, mesh->indexes);
qglDrawElements(GL_TRIANGLES, mesh->numindexes, GL_UNSIGNED_INT, mesh->indexes);
glDisableClientState( GL_VERTEX_ARRAY );
glDisableClientState( GL_COLOR_ARRAY );
glDisableClientState( GL_NORMAL_ARRAY );
glDisableClientState( GL_TEXTURE_COORD_ARRAY );
qglDisableClientState( GL_VERTEX_ARRAY );
qglDisableClientState( GL_COLOR_ARRAY );
qglDisableClientState( GL_NORMAL_ARRAY );
qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
glColor3f(0, 0, 0);
glBegin(GL_LINES);
qglColor3f(0, 0, 0);
qglBegin(GL_LINES);
for (i = 0; i < mesh->numindexes; i+=3)
{
float *v1, *v2, *v3;
@ -1000,29 +1000,29 @@ void GL_DrawAliasMesh_Sketch (mesh_t *mesh, int texnum)
v3 = mesh->xyz_array[mesh->indexes[i+2]];
for (n = 0; n < 3; n++) //rember we do this triangle AND the neighbours
{
glVertex3f( v1[0]+0.5*(rand()/(float)RAND_MAX-0.5),
qglVertex3f(v1[0]+0.5*(rand()/(float)RAND_MAX-0.5),
v1[1]+0.5*(rand()/(float)RAND_MAX-0.5),
v1[2]+0.5*(rand()/(float)RAND_MAX-0.5));
glVertex3f( v2[0]+0.5*(rand()/(float)RAND_MAX-0.5),
qglVertex3f(v2[0]+0.5*(rand()/(float)RAND_MAX-0.5),
v2[1]+0.5*(rand()/(float)RAND_MAX-0.5),
v2[2]+0.5*(rand()/(float)RAND_MAX-0.5));
glVertex3f( v2[0]+0.5*(rand()/(float)RAND_MAX-0.5),
qglVertex3f(v2[0]+0.5*(rand()/(float)RAND_MAX-0.5),
v2[1]+0.5*(rand()/(float)RAND_MAX-0.5),
v2[2]+0.5*(rand()/(float)RAND_MAX-0.5));
glVertex3f( v3[0]+0.5*(rand()/(float)RAND_MAX-0.5),
qglVertex3f(v3[0]+0.5*(rand()/(float)RAND_MAX-0.5),
v3[1]+0.5*(rand()/(float)RAND_MAX-0.5),
v3[2]+0.5*(rand()/(float)RAND_MAX-0.5));
glVertex3f( v3[0]+0.5*(rand()/(float)RAND_MAX-0.5),
qglVertex3f(v3[0]+0.5*(rand()/(float)RAND_MAX-0.5),
v3[1]+0.5*(rand()/(float)RAND_MAX-0.5),
v3[2]+0.5*(rand()/(float)RAND_MAX-0.5));
glVertex3f( v1[0]+0.5*(rand()/(float)RAND_MAX-0.5),
qglVertex3f(v1[0]+0.5*(rand()/(float)RAND_MAX-0.5),
v1[1]+0.5*(rand()/(float)RAND_MAX-0.5),
v1[2]+0.5*(rand()/(float)RAND_MAX-0.5));
}
}
glEnd();
qglEnd();
#ifdef Q3SHADERS
R_IBrokeTheArrays();
@ -1036,8 +1036,8 @@ void GL_DrawAliasMesh (mesh_t *mesh, int texnum)
R_UnlockArrays();
#endif
glDepthFunc(gldepthfunc);
glDepthMask(1);
qglDepthFunc(gldepthfunc);
qglDepthMask(1);
GL_Bind(texnum);
if (gldepthmin == 0.5)
@ -1047,32 +1047,32 @@ void GL_DrawAliasMesh (mesh_t *mesh, int texnum)
GL_TexEnv(GL_MODULATE);
glVertexPointer(3, GL_FLOAT, 16, mesh->xyz_array);
glEnableClientState( GL_VERTEX_ARRAY );
qglVertexPointer(3, GL_FLOAT, 16, mesh->xyz_array);
qglEnableClientState( GL_VERTEX_ARRAY );
if (mesh->normals_array && glNormalPointer) //d3d wrapper doesn't support normals, and this is only really needed for truform
if (mesh->normals_array && qglNormalPointer) //d3d wrapper doesn't support normals, and this is only really needed for truform
{
glNormalPointer(GL_FLOAT, 0, mesh->normals_array);
glEnableClientState( GL_NORMAL_ARRAY );
qglNormalPointer(GL_FLOAT, 0, mesh->normals_array);
qglEnableClientState( GL_NORMAL_ARRAY );
}
if (mesh->colors_array)
{
glColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh->colors_array);
glEnableClientState( GL_COLOR_ARRAY );
qglColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh->colors_array);
qglEnableClientState( GL_COLOR_ARRAY );
}
else
glDisableClientState( GL_COLOR_ARRAY );
qglDisableClientState( GL_COLOR_ARRAY );
glEnableClientState( GL_TEXTURE_COORD_ARRAY );
glTexCoordPointer(2, GL_FLOAT, 0, mesh->st_array);
qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
qglTexCoordPointer(2, GL_FLOAT, 0, mesh->st_array);
glDrawElements(GL_TRIANGLES, mesh->numindexes, GL_UNSIGNED_INT, mesh->indexes);
qglDrawElements(GL_TRIANGLES, mesh->numindexes, GL_UNSIGNED_INT, mesh->indexes);
glDisableClientState( GL_VERTEX_ARRAY );
glDisableClientState( GL_COLOR_ARRAY );
glDisableClientState( GL_NORMAL_ARRAY );
glDisableClientState( GL_TEXTURE_COORD_ARRAY );
qglDisableClientState( GL_VERTEX_ARRAY );
qglDisableClientState( GL_COLOR_ARRAY );
qglDisableClientState( GL_NORMAL_ARRAY );
qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
#ifdef Q3SHADERS
R_IBrokeTheArrays();
@ -1247,57 +1247,57 @@ void R_DrawGAliasModel (entity_t *e)
GL_DisableMultitexture();
GL_TexEnv(GL_MODULATE);
if (gl_smoothmodels.value)
glShadeModel (GL_SMOOTH);
qglShadeModel (GL_SMOOTH);
if (gl_affinemodels.value)
glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
qglHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
glDisable (GL_ALPHA_TEST);
qglDisable (GL_ALPHA_TEST);
if (e->flags & Q2RF_DEPTHHACK)
glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
qglDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
// glColor3f( 1,1,1);
if ((e->model->flags & EF_SPECIAL_TRANS)) //hexen2 flags.
{
glEnable (GL_BLEND);
glBlendFunc (GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA);
qglEnable (GL_BLEND);
qglBlendFunc (GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA);
// glColor3f( 1,1,1);
glDisable( GL_CULL_FACE );
qglDisable( GL_CULL_FACE );
}
else if (e->drawflags & DRF_TRANSLUCENT)
{
glEnable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
qglEnable (GL_BLEND);
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
e->alpha = r_wateralpha.value;
// glColor4f( 1,1,1,r_wateralpha.value);
// qglColor4f( 1,1,1,r_wateralpha.value);
}
else if ((e->model->flags & EF_TRANSPARENT))
{
glEnable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// glColor3f( 1,1,1);
qglEnable (GL_BLEND);
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// qglColor3f( 1,1,1);
}
else if ((e->model->flags & EF_HOLEY))
{
glEnable (GL_ALPHA_TEST);
// glEnable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
qglEnable (GL_ALPHA_TEST);
// qglEnable (GL_BLEND);
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// glColor3f( 1,1,1);
// qglColor3f( 1,1,1);
}
else if (e->alpha < 1)
{
glEnable(GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
qglEnable(GL_BLEND);
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
else
{
glDisable(GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
qglDisable(GL_BLEND);
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
// glEnable (GL_ALPHA_TEST);
// qglEnable (GL_ALPHA_TEST);
glPushMatrix();
qglPushMatrix();
R_RotateForEntity(e);
if (e->scale != 1 && e->scale != 0) //hexen 2 stuff
@ -1312,10 +1312,10 @@ void R_DrawGAliasModel (entity_t *e)
scale_origin[1] = clmodel->mins[1];
scale_origin[2] = clmodel->mins[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]);
*/
@ -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();
}