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More warnings fixed in D3D.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@2724 fc73d0e0-1445-4013-8a0c-d673dee63da5
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2dab3902f7
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6 changed files with 44 additions and 11 deletions
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@ -1,6 +1,7 @@
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#include "quakedef.h"
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#ifdef D3DQUAKE
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#include "d3dquake.h"
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#include "glquake.h"
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extern mleaf_t *r_viewleaf, *r_oldviewleaf;
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extern mleaf_t *r_viewleaf2, *r_oldviewleaf2;
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@ -2,7 +2,7 @@
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#ifdef D3DQUAKE
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#include "winquake.h"
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#include "d3dquake.h"
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#include "glquake.h"
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#pragma comment(lib, "d3dx.lib")
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#pragma comment(lib, "ddraw.lib")
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@ -2,6 +2,7 @@
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#ifdef D3DQUAKE
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#include "winquake.h"
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#include "d3d9quake.h"
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#include "glquake.h"
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#include "renderque.h"
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mleaf_t *r_viewleaf, *r_oldviewleaf;
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@ -2,6 +2,7 @@
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#ifdef D3DQUAKE
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#include "winquake.h"
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#include "d3d9quake.h"
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#include "glquake.h"
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//#include "d3d9.h"
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@ -627,7 +627,7 @@ qboolean GL_LoadHeightmapModel (model_t *mod, void *buffer)
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heightmap_t *hm;
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unsigned short *heightmap;
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int size;
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int x, y;
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int x;
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float skyrotate;
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vec3_t skyaxis;
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@ -769,6 +769,8 @@ qboolean GL_LoadHeightmapModel (model_t *mod, void *buffer)
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for (x = 0; x < numsegs; x++)
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{
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int y;
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for (y = 0; y < numsegs; y++)
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{
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hm->textures[x+y*SECTIONS] = Mod_LoadHiResTexture(va("%s%02ix%02i%s", basetexname, x, y, exttexname), "", true, true, false);
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@ -261,7 +261,7 @@ extern int image_width, image_height;
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int Mod_LoadHiResTexture(char *name, char *subpath, qboolean mipmap, qboolean alpha, qboolean gammaadjust);
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int Mod_LoadBumpmapTexture(char *name, char *subpath);
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#if defined(RGLQUAKE)
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#ifdef RGLQUAKE
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void R_TranslatePlayerSkin (int playernum);
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void GL_Bind (int texnum);
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void GL_MBind( GLenum target, int texnum );
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@ -303,25 +303,28 @@ void R_DrawLightning(entity_t *e);
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void R_DrawBeam( entity_t *e );
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void P_FlushRenderer(void);
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#endif
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//
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// vid_gl*.c
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//
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#ifdef RGLQUAKE
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void GL_DoSwap (void);
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#endif
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//
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// gl_backend.c
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//
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#ifdef RGLQUAKE
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void R_BackendInit(void);
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void R_IBrokeTheArrays(void);
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#endif
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//
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// gl_warp.c
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//
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#ifdef RGLQUAKE
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void GL_DrawSkyBox (msurface_t *s);
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#endif
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void GL_SubdivideSurface (msurface_t *fa, float dividesize);
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void GL_EmitBothSkyLayers (msurface_t *fa);
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void EmitWaterPolys (msurface_t *fa, float basealpha);
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@ -333,16 +336,26 @@ void R_ClearSkyBox (void);
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void R_DrawSkyBox (msurface_t *s);
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void R_ForceSkyBox (void);
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void R_AddSkySurface (msurface_t *fa);
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#endif
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#ifdef D3DQUAKE
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void D3D7_DrawSkyChain (msurface_t *s);
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void D3D7_DrawSkySphere (msurface_t *fa);
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void D3D9_DrawSkyChain (msurface_t *s);
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void D3D9_DrawSkySphere (msurface_t *fa);
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#endif
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//
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// gl_draw.c
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//
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#ifdef RGLQUAKE
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int GL_LoadPicTexture (qpic_t *pic);
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void GL_Set2D (void);
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#endif
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//
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// gl_rmain.c
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//
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#ifdef RGLQUAKE
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qboolean R_CullBox (vec3_t mins, vec3_t maxs);
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qboolean R_CullSphere (vec3_t origin, float radius);
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qboolean R_CullEntityBox(entity_t *e, vec3_t modmins, vec3_t modmaxs);
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@ -350,8 +363,12 @@ void R_RotateForEntity (entity_t *e);
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void GL_InitSceneProcessingShaders (void);
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void GL_SetupSceneProcessingTextures (void);
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#endif
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//gl_alias.c
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//
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// gl_alias.c
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//
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#ifdef RGLQUAKE
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void R_DrawGAliasModel (entity_t *e);
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void R_DrawGAliasShadowVolume(entity_t *e, vec3_t lightpos, float radius);
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void R_DrawGAliasModelLighting (entity_t *e, vec3_t lightpos, vec3_t colours, float radius);
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@ -364,32 +381,43 @@ void R_DrawGroupModel (entity_t *ent);
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//typedef float m3by3_t[3][3];
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//int GetTag(model_t *mod, char *tagname, int frame, float **org, m3by3_t **ang);
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#endif
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//
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// gl_rlight.c
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//
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#ifdef RGLQUAKE
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void GLR_MarkLights (dlight_t *light, int bit, mnode_t *node);
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void GLR_MarkQ2Lights (dlight_t *light, int bit, mnode_t *node);
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void GLR_AnimateLight (void);
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void GLR_RenderDlights (void);
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int GLR_LightPoint (vec3_t p);
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void GLQ3_LightGrid(model_t *mod, vec3_t point, vec3_t res_diffuse, vec3_t res_ambient, vec3_t res_dir);
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#endif
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#if defined(RGLQUAKE) || defined(D3DQUAKE)
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void GLR_AnimateLight (void);
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#endif
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//gl_heightmap.c
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//
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// gl_heightmap.c
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//
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#ifdef RGLQUAKE
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void GL_DrawHeightmapModel (entity_t *e);
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qboolean GL_LoadHeightmapModel (model_t *mod, void *buffer);
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#endif
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//gl_bloom.c
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#ifdef RGLQUAKE
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void R_BloomRegister(void);
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void R_BloomBlend(void);
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void R_InitBloomTextures(void);
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#endif
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//
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// gl_rsurf.c
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//
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#ifdef RGLQUAKE
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void R_DrawBrushModel (entity_t *e);
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void R_DrawWorld (void);
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void GL_BuildLightmaps (void);
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@ -415,13 +443,13 @@ typedef struct {
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} lightmapinfo_t;
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#endif
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#endif
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//gl_ppl.c
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void PPL_DrawWorld (void);
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qboolean PPL_ShouldDraw(void);
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void RotateLightVector(vec3_t *angles, vec3_t origin, vec3_t lightpoint, vec3_t result);
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#endif
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//
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// gl_refrag.c
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//
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