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https://github.com/ioquake/ioq3.git
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* Moved various source files from their mod sdk locations to places more
appropriate for open source Q3 * This patch looks bigger than it really is, however it will probably break the VC and OS X builds (easy to fix though)
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98 changed files with 247 additions and 1030 deletions
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@ -20,8 +20,8 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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//
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#include "../game/q_shared.h"
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#include "tr_types.h"
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#include "../qcommon/q_shared.h"
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#include "../renderer/tr_types.h"
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#include "../game/bg_public.h"
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#include "cg_public.h"
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@ -1,229 +0,0 @@
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/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Foobar; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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//
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#ifndef __TR_TYPES_H
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#define __TR_TYPES_H
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#define MAX_DLIGHTS 32 // can't be increased, because bit flags are used on surfaces
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#define MAX_ENTITIES 1023 // can't be increased without changing drawsurf bit packing
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// renderfx flags
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#define RF_MINLIGHT 1 // allways have some light (viewmodel, some items)
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#define RF_THIRD_PERSON 2 // don't draw through eyes, only mirrors (player bodies, chat sprites)
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#define RF_FIRST_PERSON 4 // only draw through eyes (view weapon, damage blood blob)
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#define RF_DEPTHHACK 8 // for view weapon Z crunching
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#define RF_NOSHADOW 64 // don't add stencil shadows
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#define RF_LIGHTING_ORIGIN 128 // use refEntity->lightingOrigin instead of refEntity->origin
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// for lighting. This allows entities to sink into the floor
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// with their origin going solid, and allows all parts of a
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// player to get the same lighting
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#define RF_SHADOW_PLANE 256 // use refEntity->shadowPlane
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#define RF_WRAP_FRAMES 512 // mod the model frames by the maxframes to allow continuous
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// animation without needing to know the frame count
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// refdef flags
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#define RDF_NOWORLDMODEL 1 // used for player configuration screen
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#define RDF_HYPERSPACE 4 // teleportation effect
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typedef struct {
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vec3_t xyz;
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float st[2];
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byte modulate[4];
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} polyVert_t;
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typedef struct poly_s {
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qhandle_t hShader;
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int numVerts;
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polyVert_t *verts;
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} poly_t;
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typedef enum {
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RT_MODEL,
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RT_POLY,
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RT_SPRITE,
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RT_BEAM,
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RT_RAIL_CORE,
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RT_RAIL_RINGS,
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RT_LIGHTNING,
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RT_PORTALSURFACE, // doesn't draw anything, just info for portals
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RT_MAX_REF_ENTITY_TYPE
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} refEntityType_t;
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typedef struct {
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refEntityType_t reType;
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int renderfx;
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qhandle_t hModel; // opaque type outside refresh
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// most recent data
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vec3_t lightingOrigin; // so multi-part models can be lit identically (RF_LIGHTING_ORIGIN)
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float shadowPlane; // projection shadows go here, stencils go slightly lower
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vec3_t axis[3]; // rotation vectors
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qboolean nonNormalizedAxes; // axis are not normalized, i.e. they have scale
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float origin[3]; // also used as MODEL_BEAM's "from"
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int frame; // also used as MODEL_BEAM's diameter
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// previous data for frame interpolation
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float oldorigin[3]; // also used as MODEL_BEAM's "to"
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int oldframe;
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float backlerp; // 0.0 = current, 1.0 = old
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// texturing
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int skinNum; // inline skin index
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qhandle_t customSkin; // NULL for default skin
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qhandle_t customShader; // use one image for the entire thing
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// misc
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byte shaderRGBA[4]; // colors used by rgbgen entity shaders
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float shaderTexCoord[2]; // texture coordinates used by tcMod entity modifiers
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float shaderTime; // subtracted from refdef time to control effect start times
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// extra sprite information
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float radius;
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float rotation;
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} refEntity_t;
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#define MAX_RENDER_STRINGS 8
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#define MAX_RENDER_STRING_LENGTH 32
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typedef struct {
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int x, y, width, height;
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float fov_x, fov_y;
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vec3_t vieworg;
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vec3_t viewaxis[3]; // transformation matrix
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// time in milliseconds for shader effects and other time dependent rendering issues
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int time;
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int rdflags; // RDF_NOWORLDMODEL, etc
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// 1 bits will prevent the associated area from rendering at all
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byte areamask[MAX_MAP_AREA_BYTES];
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// text messages for deform text shaders
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char text[MAX_RENDER_STRINGS][MAX_RENDER_STRING_LENGTH];
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} refdef_t;
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typedef enum {
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STEREO_CENTER,
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STEREO_LEFT,
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STEREO_RIGHT
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} stereoFrame_t;
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/*
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** glconfig_t
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**
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** Contains variables specific to the OpenGL configuration
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** being run right now. These are constant once the OpenGL
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** subsystem is initialized.
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*/
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typedef enum {
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TC_NONE,
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TC_S3TC
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} textureCompression_t;
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typedef enum {
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GLDRV_ICD, // driver is integrated with window system
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// WARNING: there are tests that check for
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// > GLDRV_ICD for minidriverness, so this
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// should always be the lowest value in this
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// enum set
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GLDRV_STANDALONE, // driver is a non-3Dfx standalone driver
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GLDRV_VOODOO // driver is a 3Dfx standalone driver
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} glDriverType_t;
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typedef enum {
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GLHW_GENERIC, // where everthing works the way it should
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GLHW_3DFX_2D3D, // Voodoo Banshee or Voodoo3, relevant since if this is
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// the hardware type then there can NOT exist a secondary
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// display adapter
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GLHW_RIVA128, // where you can't interpolate alpha
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GLHW_RAGEPRO, // where you can't modulate alpha on alpha textures
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GLHW_PERMEDIA2 // where you don't have src*dst
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} glHardwareType_t;
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typedef struct {
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char renderer_string[MAX_STRING_CHARS];
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char vendor_string[MAX_STRING_CHARS];
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char version_string[MAX_STRING_CHARS];
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char extensions_string[BIG_INFO_STRING];
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int maxTextureSize; // queried from GL
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int maxActiveTextures; // multitexture ability
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int colorBits, depthBits, stencilBits;
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glDriverType_t driverType;
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glHardwareType_t hardwareType;
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qboolean deviceSupportsGamma;
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textureCompression_t textureCompression;
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qboolean textureEnvAddAvailable;
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int vidWidth, vidHeight;
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// aspect is the screen's physical width / height, which may be different
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// than scrWidth / scrHeight if the pixels are non-square
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// normal screens should be 4/3, but wide aspect monitors may be 16/9
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float windowAspect;
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int displayFrequency;
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// synonymous with "does rendering consume the entire screen?", therefore
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// a Voodoo or Voodoo2 will have this set to TRUE, as will a Win32 ICD that
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// used CDS.
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qboolean isFullscreen;
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qboolean stereoEnabled;
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qboolean smpActive; // dual processor
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} glconfig_t;
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// FIXME: VM should be OS agnostic .. in theory
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/*
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#ifdef Q3_VM
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#define _3DFX_DRIVER_NAME "Voodoo"
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#define OPENGL_DRIVER_NAME "Default"
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#elif defined(_WIN32)
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*/
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#if defined(Q3_VM) || defined(_WIN32)
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#define _3DFX_DRIVER_NAME "3dfxvgl"
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#define OPENGL_DRIVER_NAME "opengl32"
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#else
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#define _3DFX_DRIVER_NAME "libMesaVoodooGL.so"
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// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=524
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#define OPENGL_DRIVER_NAME "libGL.so.1"
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#endif // !defined _WIN32
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#endif // __TR_TYPES_H
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