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Just fixing some warnings.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1445 fc73d0e0-1445-4013-8a0c-d673dee63da5
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4 changed files with 13 additions and 2 deletions
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@ -46,6 +46,9 @@ extern char loadname[32]; // for hunk tags
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void CM_Init(void);
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void GLMod_LoadCompositeAnim(model_t *mod, void *buffer);
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void GL_LoadHeightmapModel (model_t *mod, void *buffer);
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void GLMod_LoadDarkPlacesModel(model_t *mod, void *buffer);
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void GLMod_LoadSpriteModel (model_t *mod, void *buffer);
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void GLMod_LoadSprite2Model (model_t *mod, void *buffer);
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void GLMod_LoadBrushModel (model_t *mod, void *buffer);
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@ -299,7 +299,7 @@ static void PPL_BaseChain_NoBump_1TMU(msurface_t *first, texture_t *tex)
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qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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static void PPL_BaseChain_NoBump_2TMU(msurface_t *s, texture_t *tex)
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/*static void PPL_BaseChain_NoBump_2TMU(msurface_t *s, texture_t *tex)
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{ //doesn't merge surfaces, but tells gl to do each vertex arrayed surface individually, which means no vertex copying.
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int vi;
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glRect_t *theRect;
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@ -370,7 +370,7 @@ static void PPL_BaseChain_NoBump_2TMU(msurface_t *s, texture_t *tex)
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GL_SelectTexture(GL_TEXTURE0_ARB);
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qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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}*/
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static void PPL_BaseChain_NoBump_2TMU_Overbright(msurface_t *s, texture_t *tex)
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{ //doesn't merge surfaces, but tells gl to do each vertex arrayed surface individually, which means no vertex copying.
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@ -256,6 +256,13 @@ extern qboolean gl_mtexable;
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void GL_DisableMultitexture(void);
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void GL_EnableMultitexture(void);
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void GL_SelectTexture (GLenum target);
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void GL_SetShaderState2D(qboolean is2d);
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void R_DrawRailCore(entity_t *e);
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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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//
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// vid_gl*.c
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@ -232,6 +232,7 @@ void R_RenderMeshGeneric ( meshbuffer_t *mb, shaderpass_t *pass );
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void R_RenderMeshCombined ( meshbuffer_t *mb, shaderpass_t *pass );
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void R_RenderMeshMultitextured ( meshbuffer_t *mb, shaderpass_t *pass );
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shader_t *R_RegisterPic (char *name);
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shader_t *R_RegisterShader (char *name);
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shader_t *R_RegisterShader_Vertex (char *name);
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shader_t *R_RegisterShader_Flare (char *name);
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