More audit cleanups, glShadeModel this time, and gl_affinemodels does

what it says now, instead of the reverse of what it says.
This commit is contained in:
Zephaniah E. Hull 2000-09-28 07:56:00 +00:00
parent d92270d20c
commit 383075bb39
6 changed files with 16 additions and 21 deletions

View file

@ -813,7 +813,6 @@ R_UpdateFires (void)
glDepthMask(GL_FALSE);
glDisable (GL_TEXTURE_2D);
glShadeModel (GL_SMOOTH);
glBlendFunc (GL_ONE, GL_ONE);
f = r_fires;

View file

@ -186,8 +186,9 @@ void R_RenderDlights (void)
// advanced yet for this frame
glDepthMask(GL_FALSE);
glDisable (GL_TEXTURE_2D);
glShadeModel (GL_SMOOTH);
glBlendFunc (GL_ONE, GL_ONE);
if (gl_smoothdlights->value)
glShadeModel (GL_SMOOTH);
l = cl_dlights;
for (i=0 ; i<MAX_DLIGHTS ; i++, l++)
@ -197,6 +198,8 @@ void R_RenderDlights (void)
R_RenderDlight (l);
}
if (!gl_smooth->value)
glShadeModel (GL_FLAT);
glColor3ubv(lighthalf_v);
glEnable (GL_TEXTURE_2D);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

View file

@ -106,7 +106,8 @@ cvar_t *r_netgraph;
cvar_t *gl_clear;
cvar_t *gl_cull;
cvar_t *gl_texsort;
cvar_t *gl_smoothmodels;
cvar_t *gl_smooth;
cvar_t *gl_smoothdlights;
cvar_t *gl_affinemodels;
cvar_t *gl_polyblend;
cvar_t *gl_flashblend;
@ -636,11 +637,8 @@ static void R_DrawAliasModel (entity_t *e)
glBindTexture (GL_TEXTURE_2D, playertextures + i);
}
if (gl_smoothmodels->value)
glShadeModel (GL_SMOOTH);
if (gl_affinemodels->value)
glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
R_SetupAliasFrame (currententity->frame, paliashdr, false);
@ -651,9 +649,8 @@ static void R_DrawAliasModel (entity_t *e)
R_SetupAliasFrame (currententity->frame, paliashdr, true);
}
glShadeModel (GL_FLAT);
if (gl_affinemodels->value)
glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
glPopMatrix ();
@ -896,8 +893,6 @@ static void R_SetupGL (void)
// MYgluPerspective (yfov, screenaspect, 4, 4096);
MYgluPerspective (r_refdef.fov_y, screenaspect, 4, 4096);
glCullFace(GL_FRONT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity ();
@ -921,7 +916,12 @@ static void R_SetupGL (void)
glDisable (GL_ALPHA_TEST);
glAlphaFunc (GL_GREATER, 0.5);
glEnable (GL_DEPTH_TEST);
glShadeModel (GL_SMOOTH);
if (gl_smooth->value)
glShadeModel (GL_SMOOTH);
else
glShadeModel (GL_FLAT);
}
/*

View file

@ -251,7 +251,8 @@ void R_Init (void)
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");
gl_smooth = Cvar_Get("gl_smooth", "1", CVAR_NONE, "None");
gl_smoothdlights = Cvar_Get("gl_smoothdlights", "1", CVAR_NONE, "None");
gl_affinemodels = Cvar_Get("gl_affinemodels", "0", CVAR_NONE, "None");
gl_polyblend = Cvar_Get("gl_polyblend", "1", CVAR_NONE, "None");
gl_flashblend = Cvar_Get("gl_flashblend", "0", CVAR_NONE, "None");

View file

@ -362,10 +362,6 @@ void GL_Init (void)
glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
/* glShadeMode(GL_SMOOTH) should look better then GL_FLAT but
I don't know if it looks any better, sure is slower
glShadeModel (GL_SMOOTH);
*/
glShadeModel (GL_FLAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);

View file

@ -251,10 +251,6 @@ GL_Init (void)
glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
/* glShadeMode(GL_SMOOTH) should look better then GL_FLAT but
I don't know if it looks any better, sure is slower
glShadeModel (GL_SMOOTH);
*/
glShadeModel (GL_FLAT);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);