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https://github.com/Shpoike/Quakespasm.git
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move DEG2RAD macro to mathlib.h.
From a patch by Andrei Drexler
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parent
144b43f333
commit
c5a45e7e58
3 changed files with 16 additions and 19 deletions
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@ -209,7 +209,7 @@ void GLSLGamma_GammaCorrect (void)
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r_gamma_texture_width = TexMgr_Pad(r_gamma_texture_width);
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r_gamma_texture_height = TexMgr_Pad(r_gamma_texture_height);
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}
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glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA8, r_gamma_texture_width, r_gamma_texture_height, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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@ -224,7 +224,7 @@ void GLSLGamma_GammaCorrect (void)
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Sys_Error("GLSLGamma_CreateShaders failed");
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}
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}
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// copy the framebuffer to the texture
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GL_DisableMultitexture();
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glBindTexture (GL_TEXTURE_2D, r_gamma_texture);
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@ -254,9 +254,9 @@ void GLSLGamma_GammaCorrect (void)
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glTexCoord2f (0, tmax);
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glVertex2f (-1, 1);
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glEnd ();
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GL_UseProgramFunc (0);
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// clear cached binding
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GL_ClearBindings ();
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}
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@ -274,6 +274,7 @@ qboolean R_CullBox (vec3_t emins, vec3_t emaxs)
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mplane_t *p;
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byte signbits;
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float vec[3];
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for (i = 0;i < 4;i++)
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{
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p = frustum + i;
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@ -387,7 +388,6 @@ assumes side and forward are perpendicular, and normalized
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to turn away from side, use a negative angle
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===============
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*/
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#define DEG2RAD( a ) ( (a) * M_PI_DIV_180 )
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void TurnVector (vec3_t out, const vec3_t forward, const vec3_t side, float angle)
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{
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float scale_forward, scale_side;
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@ -451,7 +451,7 @@ void R_SetupGL (void)
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//johnfitz -- rewrote this section
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity ();
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glLoadIdentity ();
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scale = CLAMP(1, (int)r_scale.value, 4); // ericw -- see R_ScaleView
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glViewport (glx + r_refdef.vrect.x,
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gly + glheight - r_refdef.vrect.y - r_refdef.vrect.height,
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@ -459,19 +459,19 @@ void R_SetupGL (void)
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r_refdef.vrect.height / scale);
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//johnfitz
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GL_SetFrustum (r_fovx, r_fovy); //johnfitz -- use r_fov* vars
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GL_SetFrustum (r_fovx, r_fovy); //johnfitz -- use r_fov* vars
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// glCullFace(GL_BACK); //johnfitz -- glquake used CCW with backwards culling -- let's do it right
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity ();
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glLoadIdentity ();
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glRotatef (-90, 1, 0, 0); // put Z going up
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glRotatef (90, 0, 0, 1); // put Z going up
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glRotatef (-r_refdef.viewangles[2], 1, 0, 0);
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glRotatef (-r_refdef.viewangles[0], 0, 1, 0);
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glRotatef (-r_refdef.viewangles[1], 0, 0, 1);
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glTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);
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glRotatef (-90, 1, 0, 0); // put Z going up
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glRotatef (90, 0, 0, 1); // put Z going up
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glRotatef (-r_refdef.viewangles[2], 1, 0, 0);
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glRotatef (-r_refdef.viewangles[0], 0, 1, 0);
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glRotatef (-r_refdef.viewangles[1], 0, 0, 1);
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glTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);
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//
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// set drawing parms
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@ -29,9 +29,6 @@ vec3_t vec3_origin = {0,0,0};
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/*-----------------------------------------------------------------*/
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//#define DEG2RAD( a ) ( a * M_PI ) / 180.0F
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#define DEG2RAD( a ) ( (a) * M_PI_DIV_180 ) //johnfitz
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void ProjectPointOnPlane( vec3_t dst, const vec3_t p, const vec3_t normal )
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{
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float d;
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@ -322,7 +319,6 @@ float VectorNormalize (vec3_t v)
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}
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return length;
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}
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void VectorInverse (vec3_t v)
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@ -32,7 +32,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
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#endif
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#define M_PI_DIV_180 (M_PI / 180.0) //johnfitz
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#define M_PI_DIV_180 (M_PI / 180.0) //johnfitz
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#define DEG2RAD(a) ((a) * M_PI_DIV_180)
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struct mplane_s;
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