mirror of
https://github.com/nzp-team/quakespasm.git
synced 2024-11-21 11:21:07 +00:00
[CLIENT] Disable fog for Vita (for now)
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parent
73e9a46e9a
commit
5e55f863b0
7 changed files with 90 additions and 25 deletions
1
.gitignore
vendored
1
.gitignore
vendored
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@ -8,3 +8,4 @@ assets/vita/eboot.bin
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*.nacl
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*.sfo
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*.bin
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*.o
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@ -268,7 +268,7 @@ nzp.vpk: nzp.velf
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mv nzp.elf build/vita/
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mv nzp.elf.unstripped.elf build/vita/
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mv nzp.velf build/vita/
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mv source/*.o build/vita/
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#mv source/*.o build/vita/
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%.velf: %.elf
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cp $< $<.unstripped.elf
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@ -1166,9 +1166,9 @@ R_RenderScene
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void R_RenderScene (void)
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{
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R_SetupScene (); //johnfitz -- this does everything that should be done once per call to RenderScene
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#ifndef VITA
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Fog_EnableGFog (); //johnfitz
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#endif
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Sky_DrawSky (); //johnfitz
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R_DrawWorld ();
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@ -1188,9 +1188,9 @@ void R_RenderScene (void)
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R_DrawParticles ();
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QMB_DrawParticles();
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#ifndef VITA
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Fog_DisableGFog (); //johnfitz
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#endif
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R_DrawViewModel (); //johnfitz -- moved here from R_RenderView
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R_DrawView2Model ();
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@ -1026,5 +1026,7 @@ void Sky_DrawSky (void)
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glDepthMask(1);
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glDepthFunc(GL_LEQUAL);
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}
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#ifndef VITA
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Fog_EnableGFog ();
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#endif
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}
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@ -1191,9 +1191,13 @@ void R_DrawAliasModel (entity_t *e)
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glBlendFunc (GL_ONE, GL_ONE);
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glDepthMask(GL_FALSE);
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glColor3f(entalpha,entalpha,entalpha);
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#ifndef VITA
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Fog_StartAdditive ();
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#endif
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GL_DrawAliasFrame (paliashdr, lerpdata);
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#ifndef VITA
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Fog_StopAdditive ();
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#endif
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glDepthMask(GL_TRUE);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_BLEND);
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@ -1254,9 +1258,13 @@ void R_DrawAliasModel (entity_t *e)
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glDepthMask(GL_FALSE);
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shading = false;
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glColor3f(entalpha,entalpha,entalpha);
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#ifndef VITA
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Fog_StartAdditive ();
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#endif
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GL_DrawAliasFrame (paliashdr, lerpdata);
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#ifndef VITA
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Fog_StopAdditive ();
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#endif
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glDepthMask(GL_TRUE);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_BLEND);
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@ -1273,9 +1281,13 @@ void R_DrawAliasModel (entity_t *e)
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glEnable(GL_BLEND);
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glBlendFunc (GL_ONE, GL_ONE);
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glDepthMask(GL_FALSE);
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#ifndef VITA
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Fog_StartAdditive ();
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#endif
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GL_DrawAliasFrame (paliashdr, lerpdata);
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#ifndef VITA
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Fog_StopAdditive ();
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#endif
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glDepthMask(GL_TRUE);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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@ -1290,9 +1302,13 @@ void R_DrawAliasModel (entity_t *e)
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glDepthMask(GL_FALSE);
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shading = false;
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glColor3f(entalpha,entalpha,entalpha);
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#ifndef VITA
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Fog_StartAdditive ();
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#endif
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GL_DrawAliasFrame (paliashdr, lerpdata);
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#ifndef VITA
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Fog_StopAdditive ();
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#endif
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glDepthMask(GL_TRUE);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_BLEND);
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@ -1331,9 +1347,13 @@ void R_DrawAliasModel (entity_t *e)
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glDepthMask(GL_FALSE);
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shading = false;
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glColor3f(entalpha,entalpha,entalpha);
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#ifndef VITA
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Fog_StartAdditive ();
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#endif
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GL_DrawAliasFrame (paliashdr, lerpdata);
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#ifndef VITA
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Fog_StopAdditive ();
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#endif
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glDepthMask(GL_TRUE);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_BLEND);
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@ -370,10 +370,14 @@ void R_DrawSequentialPoly (msurface_t *s)
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else //case 3: texture in one pass, lightmap in second pass using 2x modulation blend func, fog in third pass
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{
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//first pass -- texture with no fog
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#ifndef VITA
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Fog_DisableGFog ();
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#endif VITA
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GL_Bind (t->gltexture);
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DrawGLPoly (s->polys);
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#ifndef VITA
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Fog_EnableGFog ();
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#endif
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rs_brushpasses++;
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//second pass -- lightmap with black fog, modulate blended
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@ -382,7 +386,9 @@ void R_DrawSequentialPoly (msurface_t *s)
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glDepthMask (GL_FALSE);
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glEnable (GL_BLEND);
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glBlendFunc(GL_DST_COLOR, GL_SRC_COLOR); //2x modulate
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#ifndef VITA
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Fog_StartAdditive ();
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#endif
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#ifdef VITA
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glBegin(GL_TRIANGLE_FAN);
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#else
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@ -395,10 +401,13 @@ void R_DrawSequentialPoly (msurface_t *s)
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glVertex3fv (v);
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}
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glEnd ();
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#ifndef VITA
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Fog_StopAdditive ();
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#endif
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rs_brushpasses++;
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//third pass -- black geo with normal fog, additive blended
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#ifndef VITA
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if (Fog_GetDensity() > 0)
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{
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glBlendFunc(GL_ONE, GL_ONE); //add
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@ -409,6 +418,7 @@ void R_DrawSequentialPoly (msurface_t *s)
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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rs_brushpasses++;
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}
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#endif
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable (GL_BLEND);
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@ -451,10 +461,14 @@ void R_DrawSequentialPoly (msurface_t *s)
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else //case 6: texture in one pass, lightmap in a second pass, fog in third pass
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{
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//first pass -- texture with no fog
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#ifndef VITA
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Fog_DisableGFog ();
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#endif
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GL_Bind (t->gltexture);
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DrawGLPoly (s->polys);
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#ifndef VITA
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Fog_EnableGFog ();
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#endif
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rs_brushpasses++;
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//second pass -- lightmap with black fog, modulate blended
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@ -463,7 +477,9 @@ void R_DrawSequentialPoly (msurface_t *s)
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glDepthMask (GL_FALSE);
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glEnable (GL_BLEND);
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glBlendFunc (GL_ZERO, GL_SRC_COLOR); //modulate
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#ifndef VITA
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Fog_StartAdditive ();
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#endif
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#ifdef VITA
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glBegin(GL_TRIANGLE_FAN);
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#else
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@ -476,9 +492,11 @@ void R_DrawSequentialPoly (msurface_t *s)
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glVertex3fv (v);
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}
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glEnd ();
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#ifndef VITA
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Fog_StopAdditive ();
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#endif
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rs_brushpasses++;
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#ifndef VITA
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//third pass -- black geo with normal fog, additive blended
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if (Fog_GetDensity() > 0)
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{
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@ -490,7 +508,7 @@ void R_DrawSequentialPoly (msurface_t *s)
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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rs_brushpasses++;
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}
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#endif
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable (GL_BLEND);
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glDepthMask (GL_TRUE);
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@ -517,9 +535,13 @@ fullbrights:
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glColor3f (entalpha, entalpha, entalpha);
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GL_Bind (t->fullbright);
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#ifndef VITA
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Fog_StartAdditive ();
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#endif
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DrawGLPoly (s->polys);
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#ifndef VITA
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Fog_StopAdditive ();
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#endif
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glColor3f(1, 1, 1);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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@ -1197,24 +1197,32 @@ void R_DrawTextureChains (qmodel_t *model, entity_t *ent, texchain_t chain)
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//to make fog work with multipass lightmapping, need to do one pass
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//with no fog, one modulate pass with black fog, and one additive
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//pass with black geometry and normal fog
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#ifndef VITA
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Fog_DisableGFog ();
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#endif
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R_DrawTextureChains_TextureOnly (model, ent, chain);
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#ifndef VITA
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Fog_EnableGFog ();
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#endif
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glDepthMask (GL_FALSE);
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glEnable (GL_BLEND);
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glBlendFunc (GL_DST_COLOR, GL_SRC_COLOR); //2x modulate
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#ifndef VITA
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Fog_StartAdditive ();
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#endif
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R_DrawLightmapChains ();
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#ifndef VITA
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Fog_StopAdditive ();
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//if (Fog_GetDensity() > 0)
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//{
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//glBlendFunc(GL_ONE, GL_ONE); //add
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//glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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//glColor3f(0,0,0);
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//R_DrawTextureChains_TextureOnly (model, ent, chain);
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//glColor3f(1,1,1);
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//glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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//}
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if (Fog_GetDensity() > 0)
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{
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glBlendFunc(GL_ONE, GL_ONE); //add
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glColor3f(0,0,0);
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R_DrawTextureChains_TextureOnly (model, ent, chain);
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glColor3f(1,1,1);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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}
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#endif
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable (GL_BLEND);
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glDepthMask (GL_TRUE);
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@ -1239,24 +1247,32 @@ void R_DrawTextureChains (qmodel_t *model, entity_t *ent, texchain_t chain)
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//to make fog work with multipass lightmapping, need to do one pass
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//with no fog, one modulate pass with black fog, and one additive
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//pass with black geometry and normal fog
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#ifndef VITA
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Fog_DisableGFog ();
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#endif
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R_DrawTextureChains_TextureOnly (model, ent, chain);
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#ifndef VITA
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Fog_EnableGFog ();
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#endif
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glDepthMask (GL_FALSE);
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glEnable (GL_BLEND);
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glBlendFunc(GL_ZERO, GL_SRC_COLOR); //modulate
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#ifndef VITA
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Fog_StartAdditive ();
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#endif
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R_DrawLightmapChains ();
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#ifndef VITA
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Fog_StopAdditive ();
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//if (Fog_GetDensity() > 0)
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//{
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//glBlendFunc(GL_ONE, GL_ONE); //add
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//glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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//glColor3f(0,0,0);
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//R_DrawTextureChains_TextureOnly (model, ent, chain);
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//glColor3f(1,1,1);
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//glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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//}
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if (Fog_GetDensity() > 0)
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{
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glBlendFunc(GL_ONE, GL_ONE); //add
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glColor3f(0,0,0);
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R_DrawTextureChains_TextureOnly (model, ent, chain);
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glColor3f(1,1,1);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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}
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#endif
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable (GL_BLEND);
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glDepthMask (GL_TRUE);
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@ -1273,9 +1289,13 @@ fullbrights:
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glBlendFunc (GL_ONE, GL_ONE);
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glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glColor3f (entalpha, entalpha, entalpha);
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#ifndef VITA
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Fog_StartAdditive ();
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#endif
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R_DrawTextureChains_Glow (model, ent, chain);
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#ifndef VITA
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Fog_StopAdditive ();
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#endif
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glColor3f (1, 1, 1);
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glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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