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https://git.code.sf.net/p/quake/newtree
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-gamma parameter is _gone_. Colors are now almost exactly what they are in
software. If you want to hack the colors, use the cvars.
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1 changed files with 0 additions and 42 deletions
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@ -105,7 +105,6 @@ cvar_t *gl_texsort;
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cvar_t *gl_smooth;
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cvar_t *gl_smooth;
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cvar_t *gl_smoothdlights;
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cvar_t *gl_smoothdlights;
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cvar_t *gl_affinemodels;
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cvar_t *gl_affinemodels;
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cvar_t *gl_polyblend;
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cvar_t *gl_flashblend;
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cvar_t *gl_flashblend;
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cvar_t *gl_playermip;
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cvar_t *gl_playermip;
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cvar_t *gl_nocolors;
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cvar_t *gl_nocolors;
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@ -122,53 +121,12 @@ extern cvar_t *scr_fov;
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extern byte gammatable[256];
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extern byte gammatable[256];
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extern qboolean lighthalf;
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extern qboolean lighthalf;
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static float vid_gamma = 1.0;
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// LordHavoc: place for gl_rmain setup code
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// LordHavoc: place for gl_rmain setup code
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void glrmain_init()
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void glrmain_init()
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{
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{
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};
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};
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/*
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GL_CheckGamma
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More or less redesigned by LordHavoc
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*/
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void
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GL_CheckGamma (unsigned char *pal)
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{
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float inf;
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int i;
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if ((i = COM_CheckParm("-gamma")) == 0) {
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if ((gl_renderer && strstr(gl_renderer, "Voodoo")) ||
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(gl_vendor && strstr(gl_vendor, "3Dfx")))
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vid_gamma = 1;
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else
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vid_gamma = 0.7; // default to 0.7 on non-3dfx hardware
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} else
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vid_gamma = atof(com_argv[i+1]);
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// build the gamma table
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if (vid_gamma == 1)
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{
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// screw the math
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for (i = 0; i < 256; i++)
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gammatable[i] = i;
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} else {
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for (i = 0; i < 256; i++)
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{
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inf = pow((i+1)/256.0, vid_gamma)*255 + 0.5;
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inf = bound(0, inf, 255);
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gammatable[i] = inf;
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}
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}
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// correct the palette
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for (i = 0; i < 768; i++)
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pal[i] = gammatable[pal[i]];
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}
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/*
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/*
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=================
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=================
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