hmm. is that better at all?
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@269 fc73d0e0-1445-4013-8a0c-d673dee63da5
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1 changed files with 6 additions and 1 deletions
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@ -338,6 +338,8 @@ static void PPL_BaseChain_NoBump_2TMU(msurface_t *s, texture_t *tex)
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PPL_FlushArrays();
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vi = s->lightmaptexturenum;
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if (vi>=0)
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{
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GL_BindType(GL_TEXTURE_2D, lightmap_textures[vi] );
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if (lightmap[vi]->modified)
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{
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@ -352,6 +354,7 @@ static void PPL_BaseChain_NoBump_2TMU(msurface_t *s, texture_t *tex)
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theRect->w = 0;
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}
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}
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}
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PPL_GenerateArrays(s);
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}
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@ -584,6 +587,8 @@ static void PPL_BaseChain_Bump_4TMU(msurface_t *s, texture_t *tex)
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#ifdef SPECULAR
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//Draw a texture chain with specular exponant 1.
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//erm...
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//this uses the wrong stuff to work on gf4tis.
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/*
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static void PPL_BaseChain_Specular_4TMU(msurface_t *first, texture_t *tex)
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{
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@ -827,7 +832,7 @@ void PPL_LoadSpecularFragmentProgram(void)
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//we have diffuse and specular - wahoo
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//combine then halve.
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"ADD diff.rgb, diff, spec;\n"
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"MUL diff.rgb, diff, half;\n"
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//"MUL diff.rgb, diff, half;\n"
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//multiply by inverse lm and output the result.
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