Reworked networking a little, separating out common code for separate server/master processes.
Reworked glsl bones, so they work based upon the shader's version instead of the driver's version (more robust). Fix te_teleport shader. Track angles for antilag. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5372 fc73d0e0-1445-4013-8a0c-d673dee63da5
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56 changed files with 2026 additions and 964 deletions
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@ -3450,13 +3450,11 @@ static void BE_Program_Set_Attributes(const program_t *prog, struct programpermu
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case SP_M_MODEL:
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qglUniformMatrix4fvARB(ph, 1, false, shaderstate.modelmatrix);
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break;
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case SP_M_ENTBONES:
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{
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if (sh_config.maxver>=120)
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qglUniformMatrix3x4fv(ph, shaderstate.sourcevbo->numbones, false, shaderstate.sourcevbo->bones);
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else
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qglUniform4fvARB(ph, shaderstate.sourcevbo->numbones*3, shaderstate.sourcevbo->bones);
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}
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case SP_M_ENTBONES_PACKED:
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qglUniform4fvARB(ph, shaderstate.sourcevbo->numbones*3, shaderstate.sourcevbo->bones);
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break;
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case SP_M_ENTBONES_MAT3X4:
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qglUniformMatrix3x4fv(ph, shaderstate.sourcevbo->numbones, false, shaderstate.sourcevbo->bones);
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break;
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case SP_M_INVVIEWPROJECTION:
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{
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@ -4561,7 +4559,7 @@ static void DrawMeshes(void)
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#endif
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break;
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case BEM_DEPTHDARK:
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if ((shaderstate.curshader->flags & SHADER_HASLIGHTMAP) && !TEXVALID(shaderstate.curtexnums->fullbright))
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if ((shaderstate.curshader->flags & (SHADER_HASLIGHTMAP|SHADER_NODLIGHT))==SHADER_HASLIGHTMAP && !TEXVALID(shaderstate.curtexnums->fullbright))
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{
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if (gl_config.arb_shader_objects)
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{
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