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Merge pull request #13 from ScatterBox/main
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commit
0459f67293
3 changed files with 10 additions and 10 deletions
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@ -296,8 +296,8 @@ float *Fog_GetColor (void)
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}
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//find closest 24-bit RGB value, so solid-colored sky can match the fog perfectly
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//for (i=0;i<3;i++)
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//c[i] = (float)(Q_rint(c[i] * 255)) / 255.0f;
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for (i=0;i<3;i++)
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c[i] = (float)(Q_rint(c[i] * 255)) / 255.0f;
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//#endif
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return c;
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}
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@ -365,6 +365,8 @@ void Fog_SetupFrame (void)
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glFogfv(GL_FOG_COLOR, Fog_GetColor());
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glFogf(GL_FOG_DENSITY, fog_density_gl);
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glFogf(GL_FOG_START, fog_start);
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glFogf(GL_FOG_END, fog_end);
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//glFogf(GL_FOG_COLOR, *c);
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//if(s == 0 || e < 0)
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@ -459,8 +461,6 @@ called after drawing stuff that is additive blended -- restores fog color
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*/
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void Fog_StopAdditive (void)
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{
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vec3_t color = {0,0,0};
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if (Fog_GetDensity() > 0)
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glFogfv(GL_FOG_COLOR, Fog_GetColor());
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}
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@ -291,10 +291,10 @@ void GLAlias_CreateShaders (void)
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blendLoc = GL_GetUniformLocation (&r_alias_program, "Blend");
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shadevectorLoc = GL_GetUniformLocation (&r_alias_program, "ShadeVector");
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lightColorLoc = GL_GetUniformLocation (&r_alias_program, "LightColor");
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#ifndef VITA
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//#ifndef VITA
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texLoc = GL_GetUniformLocation (&r_alias_program, "Tex");
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fullbrightTexLoc = GL_GetUniformLocation (&r_alias_program, "FullbrightTex");
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#endif
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//#endif
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useFullbrightTexLoc = GL_GetUniformLocation (&r_alias_program, "UseFullbrightTex");
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useOverbrightLoc = GL_GetUniformLocation (&r_alias_program, "UseOverbright");
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useAlphaTestLoc = GL_GetUniformLocation (&r_alias_program, "UseAlphaTest");
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@ -354,10 +354,10 @@ void GL_DrawAliasFrame_GLSL (aliashdr_t *paliashdr, lerpdata_t lerpdata, gltextu
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GL_Uniform1fFunc (blendLoc, blend);
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GL_Uniform3fFunc (shadevectorLoc, shadevector[0], shadevector[1], shadevector[2]);
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GL_Uniform4fFunc (lightColorLoc, lightcolor[0], lightcolor[1], lightcolor[2], entalpha);
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#ifndef VITA
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//#ifndef VITA
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GL_Uniform1iFunc (texLoc, 0);
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GL_Uniform1iFunc (fullbrightTexLoc, 1);
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#endif
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//#endif
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GL_Uniform1iFunc (useFullbrightTexLoc, (fb != NULL) ? 1 : 0);
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GL_Uniform1fFunc (useOverbrightLoc, overbright ? 1 : 0);
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GL_Uniform1iFunc (useAlphaTestLoc, (currententity->model->flags & MF_HOLEY) ? 1 : 0);
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@ -1676,11 +1676,11 @@ void SV_Physics (void)
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//
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ent = sv.edicts;
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if (sv_freezenonclients.value)
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/* if (sv_freezenonclients.value)
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entity_cap = svs.maxclients + 1; // Only run physics on clients and the world
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else
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entity_cap = sv.num_edicts;
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*/
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for (i=0 ; i<sv.num_edicts ; i++, ent = NEXT_EDICT(ent))
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//for (i=0 ; i<entity_cap ; i++, ent = NEXT_EDICT(ent))
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{
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