merge in knghtbrd's work, minus his over-bright stuff (it causes textures to

not be drawn when multitexture is not available (or at least I think that's
the condition)). More specificly, his altered blend states.
This commit is contained in:
Bill Currie 2000-06-17 10:39:28 +00:00
parent acb5f4b21a
commit 18a9900b21
10 changed files with 259 additions and 731 deletions

View file

@ -114,7 +114,7 @@ void R_InitParticleTexture (void)
// particle texture
//
particletexture = texture_extension_number++;
GL_Bind(particletexture);
glBindTexture (GL_TEXTURE_2D, particletexture);
for (x=0 ; x<8 ; x++)
{
@ -238,6 +238,7 @@ void R_Init (void)
r_shadows = Cvar_Get("r_shadows", "0", CVAR_NONE, "None");
r_mirroralpha = Cvar_Get("r_mirroralpha", "1", CVAR_NONE, "None");
r_wateralpha = Cvar_Get("r_wateralpha", "1", CVAR_NONE, "None");
r_waterripple = Cvar_Get ("r_waterripple", "0", CVAR_NONE, "None");
r_dynamic = Cvar_Get("r_dynamic", "1", CVAR_NONE, "None");
r_novis = Cvar_Get("r_novis", "0", CVAR_NONE, "None");
r_speeds = Cvar_Get("r_speeds", "0", CVAR_NONE, "None");
@ -247,7 +248,7 @@ void R_Init (void)
gl_texsort = Cvar_Get("gl_texsort", "1", CVAR_NONE, "None");
if (gl_mtexable)
gl_texsort->value = 0.0;
Cvar_SetValue(gl_texsort, 0.0);
gl_cull = Cvar_Get("gl_cull", "1", CVAR_NONE, "None");
gl_smoothmodels = Cvar_Get("gl_smoothmodels", "1", CVAR_NONE, "None");
@ -361,7 +362,7 @@ void R_TranslatePlayerSkin (int playernum)
// because this happens during gameplay, do it fast
// instead of sending it through gl_upload 8
GL_Bind(playertextures + playernum);
glBindTexture (GL_TEXTURE_2D, playertextures + playernum);
#if 0
s = 320*200;