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Fix non-gl builds.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@6051 fc73d0e0-1445-4013-8a0c-d673dee63da5
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13d8d0fbdf
1 changed files with 7 additions and 1 deletions
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@ -528,7 +528,9 @@ static void SHM_BeginShadowMesh(dlight_t *dl, int type)
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sh_shmesh->litleaves = Z_Malloc(lb);
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}
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}
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#ifdef GLQUAKE
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sh_shmesh->havefaceebo = false;
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#endif
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sh_shmesh->maxverts = 0;
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sh_shmesh->numverts = 0;
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sh_shmesh->maxindicies = 0;
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@ -558,6 +560,7 @@ static void SHM_BeginShadowMesh(dlight_t *dl, int type)
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sh_shmesh->batches[i].faceidxcount = 0;
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}
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}
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#ifdef GLQUAKE
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static size_t SHM_GenWorldFaceIndexes(index_t **outindexes)
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{
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size_t count = 0, b, m, i;
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@ -596,6 +599,7 @@ static size_t SHM_GenWorldFaceIndexes(index_t **outindexes)
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}
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return count;
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}
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#endif
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static struct shadowmesh_s *SHM_FinishShadowMesh(dlight_t *dl)
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{
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if (sh_shmesh != &sh_tempshmesh || 1)
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@ -3048,7 +3052,8 @@ static void Sh_DrawEntLighting(dlight_t *light, vec3_t colour, qbyte *pvs)
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if (shader->flags & (SHADER_NODLIGHT|SHADER_NODRAW|SHADER_SKY))
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continue;
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//FIXME: it should be worth building a dedicated ebo, for static ones
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if (sm->batches[tno].faceidxcount && !(shader->flags & SHADER_NEEDSARRAYS) && sm->havefaceebo)
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#ifdef GLQUAKE
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if (qrenderer == QR_OPENGL && sm->batches[tno].faceidxcount && !(shader->flags & SHADER_NEEDSARRAYS) && sm->havefaceebo)
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{
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mesh_t unimesh = {0};
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mesh_t *unimeshptr = &unimesh;
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@ -3063,6 +3068,7 @@ static void Sh_DrawEntLighting(dlight_t *light, vec3_t colour, qbyte *pvs)
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cl.worldmodel->shadowbatches[tno].vbo->indicies = oldidx;
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}
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else
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#endif
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BE_DrawMesh_List(shader, sm->batches[tno].count, sm->batches[tno].s, cl.worldmodel->shadowbatches[tno].vbo, NULL, 0);
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RQuantAdd(RQUANT_LITFACES, sm->batches[tno].count);
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}
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