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https://git.code.sf.net/p/quake/newtree
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Cvar merge... segfault problems... also unknown problems in vid_svga.c
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5c58a21a1c
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1d26c02826
74 changed files with 4288 additions and 1509 deletions
120
source/gl_draw.c
120
source/gl_draw.c
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@ -53,13 +53,23 @@
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extern byte *host_basepal;
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extern unsigned char d_15to8table[65536];
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extern cvar_t crosshair, cl_crossx, cl_crossy, crosshaircolor;
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/* extern cvar_t crosshair, cl_crossx, cl_crossy, crosshaircolor;
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CVAR_FIXME */
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extern cvar_t *crosshair, *cl_crossx, *cl_crossy, *crosshaircolor;
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cvar_t gl_nobind = {"gl_nobind", "0"};
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cvar_t gl_max_size = {"gl_max_size", "1024"};
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cvar_t gl_picmip = {"gl_picmip", "0"};
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/* cvar_t gl_nobind = {"gl_nobind", "0"};
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CVAR_FIXME */
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cvar_t *gl_nobind;
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/* cvar_t gl_max_size = {"gl_max_size", "1024"};
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CVAR_FIXME */
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cvar_t *gl_max_size;
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/* cvar_t gl_picmip = {"gl_picmip", "0"};
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CVAR_FIXME */
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cvar_t *gl_picmip;
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cvar_t cl_verstring = {"cl_verstring", "QuakeForge " QF_VERSION};
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/* cvar_t cl_verstring = {"cl_verstring", "QuakeForge " QF_VERSION};
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CVAR_FIXME */
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cvar_t *cl_verstring;
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extern byte *draw_chars; // 8*8 graphic characters
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qpic_t *draw_disc;
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@ -114,7 +124,9 @@ int numgltextures;
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void GL_Bind (int texnum)
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{
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if (gl_nobind.value)
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/* if (gl_nobind.value)
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CVAR_FIXME */
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if (gl_nobind->value)
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texnum = char_texture;
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if (currenttexture == texnum)
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return;
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@ -410,11 +422,19 @@ void Draw_Init (void)
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int start;
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byte *ncdata;
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Cvar_RegisterVariable (&gl_nobind);
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Cvar_RegisterVariable (&gl_max_size);
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Cvar_RegisterVariable (&gl_picmip);
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/* Cvar_RegisterVariable (&gl_nobind);
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CVAR_FIXME */
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gl_nobind = Cvar_Get("gl_nobind", "0", CVAR_NONE, "None");
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/* Cvar_RegisterVariable (&gl_max_size);
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CVAR_FIXME */
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gl_max_size = Cvar_Get("gl_max_size", "1024", CVAR_NONE, "None");
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/* Cvar_RegisterVariable (&gl_picmip);
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CVAR_FIXME */
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gl_picmip = Cvar_Get("gl_picmip", "0", CVAR_NONE, "None");
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Cvar_RegisterVariable (&cl_verstring);
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/* Cvar_RegisterVariable (&cl_verstring);
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CVAR_FIXME */
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cl_verstring = Cvar_Get("cl_verstring", "QuakeForge " QF_VERSION, CVAR_NONE, "None");
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// 3dfx can only handle 256 wide textures
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if (!Q_strncasecmp ((char *)gl_renderer, "3dfx",4) ||
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@ -589,12 +609,20 @@ void Draw_Crosshair(void)
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extern vrect_t scr_vrect;
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unsigned char *pColor;
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if (crosshair.value == 2) {
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x = scr_vrect.x + scr_vrect.width/2 - 3 + cl_crossx.value;
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y = scr_vrect.y + scr_vrect.height/2 - 3 + cl_crossy.value;
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/* if (crosshair.value == 2) {
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CVAR_FIXME */
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if (crosshair->value == 2) {
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/* x = scr_vrect.x + scr_vrect.width/2 - 3 + cl_crossx.value;
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CVAR_FIXME */
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x = scr_vrect.x + scr_vrect.width/2 - 3 + cl_crossx->value;
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/* y = scr_vrect.y + scr_vrect.height/2 - 3 + cl_crossy.value;
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CVAR_FIXME */
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y = scr_vrect.y + scr_vrect.height/2 - 3 + cl_crossy->value;
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glTexEnvf ( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
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pColor = (unsigned char *) &d_8to24table[(byte) crosshaircolor.value];
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/* pColor = (unsigned char *) &d_8to24table[(byte) crosshaircolor.value];
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CVAR_FIXME */
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pColor = (unsigned char *) &d_8to24table[(byte) crosshaircolor->value];
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glColor4ubv ( pColor );
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GL_Bind (cs_texture);
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@ -610,9 +638,15 @@ void Draw_Crosshair(void)
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glEnd ();
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glTexEnvf ( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
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} else if (crosshair.value)
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Draw_Character (scr_vrect.x + scr_vrect.width/2-4 + cl_crossx.value,
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scr_vrect.y + scr_vrect.height/2-4 + cl_crossy.value,
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/* } else if (crosshair.value)
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CVAR_FIXME */
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} else if (crosshair->value)
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/* Draw_Character (scr_vrect.x + scr_vrect.width/2-4 + cl_crossx.value,
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CVAR_FIXME */
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Draw_Character (scr_vrect.x + scr_vrect.width/2-4 + cl_crossx->value,
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/* scr_vrect.y + scr_vrect.height/2-4 + cl_crossy.value,
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CVAR_FIXME */
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scr_vrect.y + scr_vrect.height/2-4 + cl_crossy->value,
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'+');
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}
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@ -807,8 +841,8 @@ void Draw_ConsoleBackground (int lines)
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else
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Draw_AlphaPic (0, lines - vid.height, conback, (float)(1.2 * lines)/y);
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Draw_Alt_String (vid.conwidth - strlen(cl_verstring.string)*8 - 11,
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lines-14, cl_verstring.string);
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Draw_Alt_String (vid.conwidth - strlen(cl_verstring->string)*8 - 11,
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lines-14, cl_verstring->string);
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}
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@ -1105,13 +1139,25 @@ static unsigned scaled[1024*512]; // [512*256];
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for (scaled_height = 1 ; scaled_height < height ; scaled_height<<=1)
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;
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scaled_width >>= (int)gl_picmip.value;
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scaled_height >>= (int)gl_picmip.value;
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/* scaled_width >>= (int)gl_picmip.value;
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CVAR_FIXME */
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scaled_width >>= (int)gl_picmip->value;
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/* scaled_height >>= (int)gl_picmip.value;
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CVAR_FIXME */
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scaled_height >>= (int)gl_picmip->value;
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if (scaled_width > gl_max_size.value)
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scaled_width = gl_max_size.value;
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if (scaled_height > gl_max_size.value)
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scaled_height = gl_max_size.value;
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/* if (scaled_width > gl_max_size.value)
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CVAR_FIXME */
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if (scaled_width > gl_max_size->value)
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/* scaled_width = gl_max_size.value;
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CVAR_FIXME */
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scaled_width = gl_max_size->value;
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/* if (scaled_height > gl_max_size.value)
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CVAR_FIXME */
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if (scaled_height > gl_max_size->value)
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/* scaled_height = gl_max_size.value;
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CVAR_FIXME */
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scaled_height = gl_max_size->value;
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if (scaled_width * scaled_height > sizeof(scaled)/4)
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Sys_Error ("GL_LoadTexture: too big");
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@ -1207,13 +1253,25 @@ void GL_Upload8_EXT (byte *data, int width, int height, qboolean mipmap, qboole
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for (scaled_height = 1 ; scaled_height < height ; scaled_height<<=1)
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;
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scaled_width >>= (int)gl_picmip.value;
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scaled_height >>= (int)gl_picmip.value;
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/* scaled_width >>= (int)gl_picmip.value;
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CVAR_FIXME */
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scaled_width >>= (int)gl_picmip->value;
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/* scaled_height >>= (int)gl_picmip.value;
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CVAR_FIXME */
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scaled_height >>= (int)gl_picmip->value;
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if (scaled_width > gl_max_size.value)
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scaled_width = gl_max_size.value;
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if (scaled_height > gl_max_size.value)
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scaled_height = gl_max_size.value;
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/* if (scaled_width > gl_max_size.value)
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CVAR_FIXME */
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if (scaled_width > gl_max_size->value)
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/* scaled_width = gl_max_size.value;
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CVAR_FIXME */
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scaled_width = gl_max_size->value;
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/* if (scaled_height > gl_max_size.value)
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CVAR_FIXME */
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if (scaled_height > gl_max_size->value)
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/* scaled_height = gl_max_size.value;
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CVAR_FIXME */
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scaled_height = gl_max_size->value;
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if (scaled_width * scaled_height > sizeof(scaled))
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Sys_Error ("GL_LoadTexture: too big");
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