diff --git a/doomclassic/doom/d_main.h b/doomclassic/doom/d_main.h index 455c48c9..cde4c435 100644 --- a/doomclassic/doom/d_main.h +++ b/doomclassic/doom/d_main.h @@ -66,9 +66,9 @@ void D_PageDrawer (void); void D_AdvanceDemo (void); void D_StartTitle (void); -#define R_OK 0x01 -#define X_OK 0x02 -#define W_OK 0x04 +//#define R_OK 0x01 +//#define X_OK 0x02 +//#define W_OK 0x04 int access(char* name, int val); diff --git a/neo/renderer/Material.h b/neo/renderer/Material.h index e29a4470..c6590b94 100644 --- a/neo/renderer/Material.h +++ b/neo/renderer/Material.h @@ -233,17 +233,17 @@ typedef enum STENCIL_OP_DECRWRAP } stencilOperation_t; -typedef struct +struct stencilStage_t { // The value to be compared against (if Comp is anything else than always) and/or the value to be written to the buffer // (if either Pass, Fail or ZFail is set to replace). byte ref = 0; - // An 8 bit mask as an 0–255 integer, used when comparing the reference value with the contents of the buffer + // An 8 bit mask as an 0�255 integer, used when comparing the reference value with the contents of the buffer // (referenceValue & readMask) comparisonFunction (stencilBufferValue & readMask). byte readMask = 255; - // An 8 bit mask as an 0–255 integer, used when writing to the buffer.Note that, like other write masks, + // An 8 bit mask as an 0�255 integer, used when writing to the buffer.Note that, like other write masks, // it specifies which bits of stencil buffer will be affected by write // (i.e.WriteMask 0 means that no bits are affected and not that 0 will be written). byte writeMask = 255; @@ -259,7 +259,7 @@ typedef struct // What to do with the contents of the buffer if the stencil test passes, but the depth test fails. stencilOperation_t zFail = STENCIL_OP_KEEP; -} stencilStage_t; +}; // SP End diff --git a/neo/renderer/RenderProgs_embedded.h b/neo/renderer/RenderProgs_embedded.h index 644f9817..820f15e0 100644 --- a/neo/renderer/RenderProgs_embedded.h +++ b/neo/renderer/RenderProgs_embedded.h @@ -609,7 +609,7 @@ static const cgShaderDef_t cg_renderprogs[] = " *\n" " * The shader has three passes, chained together as follows:\n" " *\n" - " * |input|------------------·\n" + " * |input|------------------\n" " * v |\n" " * [ SMAA*EdgeDetection ] |\n" " * v |\n" @@ -619,7 +619,7 @@ static const cgShaderDef_t cg_renderprogs[] = " * v |\n" " * |blendTex| |\n" " * v |\n" - " * [ SMAANeighborhoodBlending ] <------·\n" + " * [ SMAANeighborhoodBlending ] <------\n" " * v\n" " * |output|\n" " *\n" @@ -2072,7 +2072,7 @@ static const cgShaderDef_t cg_renderprogs[] = "}\n" "\n" "// Fresnel term F( v, h )\n" - "// Fnone( v, h ) = F(0°) = specularColor\n" + "// Fnone( v, h ) = F(0) = specularColor\n" "half3 Fresnel_Schlick( half3 specularColor, half vDotN )\n" "{\n" " return specularColor + ( 1.0 - specularColor ) * pow( 1.0 - vDotN, 5.0 );\n"