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
This commit is contained in:
Spoike 2004-11-15 12:59:57 +00:00
parent dd533981a0
commit 2f53eab1a0

View file

@ -59,6 +59,17 @@ void GL_BindType (int type, int texnum)
bindTexFunc (type, texnum);
}
void GL_TexEnv( GLenum mode )
{
static int lastmodes[MAX_TEXTURE_UNITS] = { -1, -1 };
if ( mode != lastmodes[gl_state.currenttmu] )
{
qglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, mode );
lastmodes[gl_state.currenttmu] = mode;
}
}
//vid restarted.
void GL_FlushBinds(void)
{
@ -78,6 +89,10 @@ void GL_FlushBinds(void)
#ifndef Q3SHADERS
qboolean varrayactive;
void R_IBrokeTheArrays(void)
{
}
#define MAX_MESH_VERTS 8192
@ -786,16 +801,7 @@ void VectorNormalizeFast( vec3_t v )
void GL_TexEnv( GLenum mode )
{
static int lastmodes[MAX_TEXTURE_UNITS] = { -1, -1 };
if ( mode != lastmodes[gl_state.currenttmu] )
{
qglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, mode );
lastmodes[gl_state.currenttmu] = mode;
}
}
typedef vec3_t mat3_t[3];
mat3_t axisDefault={{1, 0, 0},
{0, 1, 0},