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Hmm. Get regular shaderless code compiling again.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@426 fc73d0e0-1445-4013-8a0c-d673dee63da5
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1 changed files with 15 additions and 9 deletions
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@ -59,6 +59,17 @@ void GL_BindType (int type, int texnum)
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bindTexFunc (type, texnum);
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}
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void GL_TexEnv( GLenum mode )
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{
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static int lastmodes[MAX_TEXTURE_UNITS] = { -1, -1 };
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if ( mode != lastmodes[gl_state.currenttmu] )
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{
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qglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, mode );
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lastmodes[gl_state.currenttmu] = mode;
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}
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}
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//vid restarted.
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void GL_FlushBinds(void)
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{
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@ -78,6 +89,10 @@ void GL_FlushBinds(void)
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#ifndef Q3SHADERS
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qboolean varrayactive;
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void R_IBrokeTheArrays(void)
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{
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}
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#define MAX_MESH_VERTS 8192
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@ -786,16 +801,7 @@ void VectorNormalizeFast( vec3_t v )
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void GL_TexEnv( GLenum mode )
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{
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static int lastmodes[MAX_TEXTURE_UNITS] = { -1, -1 };
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if ( mode != lastmodes[gl_state.currenttmu] )
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{
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qglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, mode );
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lastmodes[gl_state.currenttmu] = mode;
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}
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}
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typedef vec3_t mat3_t[3];
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mat3_t axisDefault={{1, 0, 0},
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{0, 1, 0},
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