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just made some of the coding style more readable, a cosmetic whitespace change only.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1320 fc73d0e0-1445-4013-8a0c-d673dee63da5
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1 changed files with 12 additions and 6 deletions
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@ -2048,7 +2048,8 @@ void R_RenderMeshBuffer ( meshbuffer_t *mb, qboolean shadowpass )
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shader_t *shader;
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shaderpass_t *pass;
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if ( !numVerts ) {
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if ( !numVerts )
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{
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return;
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}
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@ -2062,19 +2063,23 @@ void R_RenderMeshBuffer ( meshbuffer_t *mb, qboolean shadowpass )
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shader = mb->shader;
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r_lmtex = mb->infokey;
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if ( currententity && !gl_state.in2d ) {
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if ( currententity && !gl_state.in2d )
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{
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r_localShaderTime = r_refdef.time - currententity->shaderTime;
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} else {
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} else
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{
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r_localShaderTime = realtime;
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}
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R_SetShaderState ( shader );
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if ( shader->numdeforms ) {
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if ( shader->numdeforms )
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{
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R_DeformVertices ( mb );
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}
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if ( !numIndexes || shadowpass ) {
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if ( !numIndexes || shadowpass )
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{
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return;
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}
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@ -2082,7 +2087,8 @@ void R_RenderMeshBuffer ( meshbuffer_t *mb, qboolean shadowpass )
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for ( i = 0, pass = shader->passes; i < shader->numpasses; )
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{
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if ( !(pass->flags & SHADER_PASS_DETAIL) || r_detailtextures.value ) {
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if ( !(pass->flags & SHADER_PASS_DETAIL) || r_detailtextures.value )
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{
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pass->flush ( mb, pass );
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}
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