compile fixes
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5275 fc73d0e0-1445-4013-8a0c-d673dee63da5
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2 changed files with 8 additions and 9 deletions
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@ -2898,7 +2898,7 @@ void Cmd_ExecuteString (const char *text, int level)
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if (MP_ConsoleCommand(text))
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return; //let the csqc handle it if it wants.
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#endif
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#if defined(MENU_NATIVECODE)
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#if defined(MENU_NATIVECODE) && !defined(SERVERONLY)
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if (mn_entry && mn_entry->ConsoleCommand(text, cmd_argc, (char const*const*)cmd_argv))
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return;
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#endif
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@ -250,7 +250,7 @@ static void SHM_MeshFrontOnly(int numverts, vecV_t *verts, int numidx, index_t *
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sh_shmesh->numverts += numverts;
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sh_shmesh->numindicies += numidx;
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}
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static void SHM_MeshBackOnly(int numverts, vecV_t *verts, int numidx, index_t *idx)
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/*static void SHM_MeshBackOnly(int numverts, vecV_t *verts, int numidx, index_t *idx)
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{
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int first = sh_shmesh->numverts;
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int v, i;
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@ -289,7 +289,7 @@ static void SHM_MeshBackOnly(int numverts, vecV_t *verts, int numidx, index_t *i
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sh_shmesh->numverts += numverts;
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sh_shmesh->numindicies += numidx;
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}
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}*/
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static void SHM_TriangleFan(int numverts, vecV_t *verts, vec3_t lightorg, float pd)
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{
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int v, i, idxs;
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@ -2325,10 +2325,7 @@ static void Sh_GenShadowFace(dlight_t *l, vec3_t axis[3], int lighttype, shadowm
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R_SetFrustum(proj, r_refdef.m_view);
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if (lighttype & LSHADER_ORTHO)
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{
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r_refdef.frustum_numplanes = 4; //kill the near clip plane - we allow ANYTHING nearer through.
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qglEnable(GL_DEPTH_CLAMP_ARB);
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}
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#ifdef SHADOWDBG_COLOURNOTDEPTH
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BE_SelectMode(BEM_STANDARD);
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@ -2342,6 +2339,8 @@ static void Sh_GenShadowFace(dlight_t *l, vec3_t axis[3], int lighttype, shadowm
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#ifdef GLQUAKE
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case QR_OPENGL:
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GL_ViewportUpdate();
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if (lighttype & LSHADER_ORTHO)
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qglEnable(GL_DEPTH_CLAMP_ARB);
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GL_CullFace(SHADER_CULL_FRONT);
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GLBE_RenderShadowBuffer(smesh->numverts, smesh->vebo[0], smesh->verts, smesh->numindicies, smesh->vebo[1], smesh->indicies);
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break;
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@ -2383,6 +2382,9 @@ static void Sh_GenShadowFace(dlight_t *l, vec3_t axis[3], int lighttype, shadowm
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#ifdef GLQUAKE
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case QR_OPENGL:
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GLBE_BaseEntTextures();
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if (lighttype & LSHADER_ORTHO)
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qglDisable(GL_DEPTH_CLAMP_ARB);
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break;
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#endif
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#ifdef D3D9QUAKE
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@ -2402,9 +2404,6 @@ static void Sh_GenShadowFace(dlight_t *l, vec3_t axis[3], int lighttype, shadowm
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#endif
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}
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if (lighttype & LSHADER_ORTHO)
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qglDisable(GL_DEPTH_CLAMP_ARB);
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/*
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{
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int i;
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