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fix for failure to intilize a stencil buffer, plus some other stuff.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@606 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2004-12-09 23:43:19 +00:00
parent 73801ca93e
commit de9cbc723d

View file

@ -275,7 +275,7 @@ static void PPL_BaseChain_NoBump_1TMU(msurface_t *first, texture_t *tex)
GL_TexEnv(GL_MODULATE);
if (gl_lightmap_format == GL_LUMINANCE || gl_lightmap_format == GL_RGB)
glBlendFunc (GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
glBlendFunc (GL_ZERO, GL_SRC_COLOR);
else if (gl_lightmap_format == GL_INTENSITY)
{
GL_TexEnv(GL_MODULATE);
@ -315,6 +315,8 @@ static void PPL_BaseChain_NoBump_1TMU(msurface_t *first, texture_t *tex)
PPL_GenerateArrays(s);
}
PPL_FlushArrays();
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
static void PPL_BaseChain_NoBump_2TMU(msurface_t *s, texture_t *tex)
@ -2071,9 +2073,9 @@ void PPL_DrawEntLighting(dlight_t *light)
switch (currententity->model->type)
{
case mod_alias:
// if (!varrayactive)
// R_IBrokeTheArrays();
// R_DrawGAliasModelLighting (currententity);
if (!varrayactive)
R_IBrokeTheArrays();
R_DrawGAliasModelLighting (currententity, light->origin, light->color, light->radius);
break;
case mod_brush:
@ -3200,7 +3202,7 @@ qboolean PPL_ScissorForBox(vec3_t mins, vec3_t maxs)
v[1] = (i & 2) ? mins[1] : maxs[1];
v[2] = (i & 4) ? mins[2] : maxs[2];
v[3] = 1.0f;
ML_Project(v, v2, r_refdef.viewangles, r_refdef.vieworg, vid.width/vid.height, r_refdef.fov_y);
ML_Project(v, v2, r_refdef.viewangles, r_refdef.vieworg, (float)vid.width/vid.height, r_refdef.fov_y);
v2[0]*=r_view_width;
v2[1]*=r_view_height;
// GL_TransformToScreen(v, v2);
@ -3379,12 +3381,17 @@ void PPL_AddLight(dlight_t *dl)
if (!PPL_VisOverlaps(lvis, vvis)) //The two viewing areas do not intersect.
return;
PPL_EnableVertexArrays();
glDisable(GL_TEXTURE_2D);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
// if (1)
// goto noshadows;
glEnable(GL_SCISSOR_TEST);
glDisable(GL_BLEND);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glDisable(GL_TEXTURE_2D);
glColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE );
glDepthMask(0);
@ -3404,8 +3411,6 @@ void PPL_AddLight(dlight_t *dl)
}
//our stencil writes.
PPL_EnableVertexArrays();
#ifdef _DEBUG
if (r_shadows.value == 666) //testing (visible shadow volumes)
{
@ -3506,12 +3511,14 @@ void PPL_AddLight(dlight_t *dl)
glStencilFunc( GL_EQUAL, 0, ~0 );
}
//end stencil writing.
glEnable(GL_DEPTH_TEST);
glDepthMask(0);
glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
glCullFace(GL_FRONT);
//noshadows:
glColor3f(1,1,1);
glEnable(GL_BLEND);
@ -3568,7 +3575,7 @@ void PPL_DrawWorld (void)
// Con_Printf("GL Error on entities\n");
#ifdef PPL
if (r_shadows.value && glStencilFunc)
if (r_shadows.value && glStencilFunc && gl_canstencil)
{
if (cl.worldmodel->fromgame == fg_quake || cl.worldmodel->fromgame == fg_halflife || cl.worldmodel->fromgame == fg_quake2 /*|| cl.worldmodel->fromgame == fg_quake3*/)
{
@ -3635,17 +3642,17 @@ void PPL_DrawWorld (void)
#endif
if(!l->isstatic)
{
l->color[0]*=2.5;
l->color[1]*=2.5;
l->color[2]*=2.5;
l->color[0]*=10;
l->color[1]*=10;
l->color[2]*=10;
}
TRACE(("dbg: calling PPL_AddLight\n"));
PPL_AddLight(l);
if(!l->isstatic)
{
l->color[0]/=2.5;
l->color[1]/=2.5;
l->color[2]/=2.5;
l->color[0]/=10;
l->color[1]/=10;
l->color[2]/=10;
}
}
glEnable(GL_TEXTURE_2D);