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https://git.code.sf.net/p/quake/newtree
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This adds multitexture for win32 back into the game.
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8d08bc4d86
commit
19afb34084
4 changed files with 15 additions and 13 deletions
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@ -239,12 +239,10 @@ void GL_Bind (int texnum);
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#define TEXTURE0_SGIS 0x835E
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#define TEXTURE0_SGIS 0x835E
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#define TEXTURE1_SGIS 0x835F
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#define TEXTURE1_SGIS 0x835F
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#ifdef _WIN32
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typedef void (GLAPIENTRY *lpMTexFUNC) (GLenum, GLfloat, GLfloat);
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typedef void (GLAPIENTRY *lpMTexFUNC) (GLenum, GLfloat, GLfloat);
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typedef void (GLAPIENTRY *lpSelTexFUNC) (GLenum);
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typedef void (GLAPIENTRY *lpSelTexFUNC) (GLenum);
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extern lpMTexFUNC qglMTexCoord2fSGIS;
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extern lpMTexFUNC qglMTexCoord2fSGIS;
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extern lpSelTexFUNC qglSelectTextureSGIS;
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extern lpSelTexFUNC qglSelectTextureSGIS;
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#endif
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extern qboolean gl_mtexable;
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extern qboolean gl_mtexable;
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@ -341,10 +341,8 @@ extern float speedscale; // for top sky and bottom sky
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void DrawGLWaterPoly (glpoly_t *p);
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void DrawGLWaterPoly (glpoly_t *p);
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void DrawGLWaterPolyLightmap (glpoly_t *p);
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void DrawGLWaterPolyLightmap (glpoly_t *p);
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#ifdef _WIN32
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lpMTexFUNC qglMTexCoord2fSGIS = NULL;
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lpMTexFUNC qglMTexCoord2fSGIS = NULL;
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lpSelTexFUNC qglSelectTextureSGIS = NULL;
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lpSelTexFUNC qglSelectTextureSGIS = NULL;
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#endif
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qboolean mtexenabled = false;
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qboolean mtexenabled = false;
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@ -382,8 +380,8 @@ void R_DrawSequentialPoly (msurface_t *s)
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float *v;
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float *v;
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int i;
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int i;
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texture_t *t;
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texture_t *t;
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// vec3_t nv;
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vec3_t nv;
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// glRect_t *theRect;
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glRect_t *theRect;
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//
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//
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// normal lightmaped poly
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// normal lightmaped poly
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@ -392,9 +390,9 @@ void R_DrawSequentialPoly (msurface_t *s)
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if (! (s->flags & (SURF_DRAWSKY|SURF_DRAWTURB|SURF_UNDERWATER) ) )
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if (! (s->flags & (SURF_DRAWSKY|SURF_DRAWTURB|SURF_UNDERWATER) ) )
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{
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{
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R_RenderDynamicLightmaps (s);
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R_RenderDynamicLightmaps (s);
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if (0) //gl_mtexable)
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if (gl_mtexable)
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{
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{
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/* p = s->polys;
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p = s->polys;
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t = R_TextureAnimation (s->texinfo->texture);
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t = R_TextureAnimation (s->texinfo->texture);
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// Binds world to texture env 0
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// Binds world to texture env 0
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@ -427,7 +425,7 @@ void R_DrawSequentialPoly (msurface_t *s)
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glVertex3fv (v);
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glVertex3fv (v);
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}
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}
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glEnd ();
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glEnd ();
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return; */
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return;
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} else {
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} else {
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p = s->polys;
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p = s->polys;
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@ -491,9 +489,9 @@ void R_DrawSequentialPoly (msurface_t *s)
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// underwater warped with lightmap
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// underwater warped with lightmap
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//
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//
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R_RenderDynamicLightmaps (s);
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R_RenderDynamicLightmaps (s);
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if (0) //gl_mtexable)
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if (gl_mtexable)
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{
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{
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/* p = s->polys;
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p = s->polys;
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t = R_TextureAnimation (s->texinfo->texture);
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t = R_TextureAnimation (s->texinfo->texture);
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GL_SelectTexture(TEXTURE0_SGIS);
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GL_SelectTexture(TEXTURE0_SGIS);
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@ -528,7 +526,6 @@ void R_DrawSequentialPoly (msurface_t *s)
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glVertex3fv (nv);
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glVertex3fv (nv);
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}
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}
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glEnd ();
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glEnd ();
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*/
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} else {
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} else {
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p = s->polys;
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p = s->polys;
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@ -288,6 +288,11 @@ void VID_SetPalette (unsigned char *palette)
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}
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}
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}
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}
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void
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CheckMultiTextureExtensions ( void )
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{
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gl_mtexable = false;
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}
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/*
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/*
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===============
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===============
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@ -308,6 +313,8 @@ void GL_Init (void)
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// Con_Printf ("%s %s\n", gl_renderer, gl_version);
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// Con_Printf ("%s %s\n", gl_renderer, gl_version);
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CheckMultiTextureExtensions ();
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glClearColor (0,0,0,0);
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glClearColor (0,0,0,0);
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glCullFace(GL_FRONT);
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glCullFace(GL_FRONT);
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_TEXTURE_2D);
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@ -646,7 +646,7 @@ void GL_Init (void)
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CheckTextureExtensions ();
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CheckTextureExtensions ();
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CheckMultiTextureExtensions ();
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CheckMultiTextureExtensions ();
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glClearColor (1,0,0,0);
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glClearColor (0,0,0,0);
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glCullFace(GL_FRONT);
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glCullFace(GL_FRONT);
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_TEXTURE_2D);
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