Fix some q2/rtlight issues.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3772 fc73d0e0-1445-4013-8a0c-d673dee63da5
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3 changed files with 8 additions and 2 deletions
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@ -2570,6 +2570,7 @@ void GLBE_SelectMode(backendmode_t mode, unsigned int flags)
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#ifdef RTLIGHTS
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#ifdef RTLIGHTS
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if (mode == BEM_STENCIL)
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if (mode == BEM_STENCIL)
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{
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{
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GL_DeSelectProgram();
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/*BEM_STENCIL doesn't support mesh writing*/
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/*BEM_STENCIL doesn't support mesh writing*/
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qglDisableClientState(GL_COLOR_ARRAY);
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qglDisableClientState(GL_COLOR_ARRAY);
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//disable all tmus
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//disable all tmus
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@ -2591,6 +2592,7 @@ void GLBE_SelectMode(backendmode_t mode, unsigned int flags)
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#endif
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#endif
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if (mode == BEM_DEPTHONLY)
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if (mode == BEM_DEPTHONLY)
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{
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{
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GL_DeSelectProgram();
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/*BEM_DEPTHONLY does support mesh writing, but its not the only way its used... FIXME!*/
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/*BEM_DEPTHONLY does support mesh writing, but its not the only way its used... FIXME!*/
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qglDisableClientState(GL_COLOR_ARRAY);
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qglDisableClientState(GL_COLOR_ARRAY);
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while(shaderstate.lastpasstmus>0)
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while(shaderstate.lastpasstmus>0)
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@ -3460,17 +3460,19 @@ void Shader_DefaultBSPQ2(char *shortname, shader_t *s, const void *args)
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{
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{
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Shader_DefaultScript(shortname, s,
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Shader_DefaultScript(shortname, s,
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"{\n"
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"{\n"
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"surfaceparm nodlight\n"
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"skyparms - - -\n"
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"skyparms - - -\n"
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"}\n"
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"}\n"
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);
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);
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}
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}
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else if (!strncmp(shortname, "warp/", 7))
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else if (!strncmp(shortname, "warp/", 5))
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{
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{
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Shader_DefaultScript(shortname, s,
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Shader_DefaultScript(shortname, s,
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"{\n"
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"{\n"
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"program defaultwarp\n"
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"{\n"
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"{\n"
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"map $diffuse\n"
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"map $diffuse\n"
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"tcmod turb 0 0.01 0.5 0\n"
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"tcmod turb 0 0 3 0.1\n"
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"}\n"
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"}\n"
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"}\n"
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"}\n"
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);
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);
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@ -1610,6 +1610,8 @@ static void Sh_DrawEntLighting(dlight_t *light, vec3_t colour)
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if (!sm->litsurfs[tno].count)
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if (!sm->litsurfs[tno].count)
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continue;
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continue;
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tex = cl.worldmodel->textures[tno];
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tex = cl.worldmodel->textures[tno];
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if (tex->shader->flags & SHADER_NODLIGHT)
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continue;
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BE_DrawMesh_List(tex->shader, sm->litsurfs[tno].count, sm->litsurfs[tno].s, &tex->vbo, &tex->shader->defaulttextures);
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BE_DrawMesh_List(tex->shader, sm->litsurfs[tno].count, sm->litsurfs[tno].s, &tex->vbo, &tex->shader->defaulttextures);
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}
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}
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