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https://git.code.sf.net/p/quake/newtree
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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:
parent
d92270d20c
commit
383075bb39
6 changed files with 16 additions and 21 deletions
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@ -813,7 +813,6 @@ R_UpdateFires (void)
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glDepthMask(GL_FALSE);
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glDisable (GL_TEXTURE_2D);
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glShadeModel (GL_SMOOTH);
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glBlendFunc (GL_ONE, GL_ONE);
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f = r_fires;
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@ -186,8 +186,9 @@ void R_RenderDlights (void)
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// advanced yet for this frame
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glDepthMask(GL_FALSE);
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glDisable (GL_TEXTURE_2D);
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glShadeModel (GL_SMOOTH);
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glBlendFunc (GL_ONE, GL_ONE);
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if (gl_smoothdlights->value)
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glShadeModel (GL_SMOOTH);
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l = cl_dlights;
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for (i=0 ; i<MAX_DLIGHTS ; i++, l++)
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@ -197,6 +198,8 @@ void R_RenderDlights (void)
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R_RenderDlight (l);
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}
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if (!gl_smooth->value)
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glShadeModel (GL_FLAT);
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glColor3ubv(lighthalf_v);
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glEnable (GL_TEXTURE_2D);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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@ -106,7 +106,8 @@ cvar_t *r_netgraph;
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cvar_t *gl_clear;
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cvar_t *gl_cull;
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cvar_t *gl_texsort;
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cvar_t *gl_smoothmodels;
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cvar_t *gl_smooth;
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cvar_t *gl_smoothdlights;
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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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@ -636,11 +637,8 @@ static void R_DrawAliasModel (entity_t *e)
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glBindTexture (GL_TEXTURE_2D, playertextures + i);
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}
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if (gl_smoothmodels->value)
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glShadeModel (GL_SMOOTH);
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if (gl_affinemodels->value)
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glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
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glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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R_SetupAliasFrame (currententity->frame, paliashdr, false);
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@ -651,9 +649,8 @@ static void R_DrawAliasModel (entity_t *e)
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R_SetupAliasFrame (currententity->frame, paliashdr, true);
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}
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glShadeModel (GL_FLAT);
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if (gl_affinemodels->value)
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glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
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glPopMatrix ();
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@ -896,8 +893,6 @@ static void R_SetupGL (void)
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// MYgluPerspective (yfov, screenaspect, 4, 4096);
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MYgluPerspective (r_refdef.fov_y, screenaspect, 4, 4096);
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glCullFace(GL_FRONT);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity ();
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@ -921,7 +916,12 @@ static void R_SetupGL (void)
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glDisable (GL_ALPHA_TEST);
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glAlphaFunc (GL_GREATER, 0.5);
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glEnable (GL_DEPTH_TEST);
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glShadeModel (GL_SMOOTH);
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if (gl_smooth->value)
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glShadeModel (GL_SMOOTH);
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else
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glShadeModel (GL_FLAT);
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}
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/*
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@ -251,7 +251,8 @@ void R_Init (void)
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Cvar_SetValue(gl_texsort, 0.0);
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gl_cull = Cvar_Get("gl_cull", "1", CVAR_NONE, "None");
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gl_smoothmodels = Cvar_Get("gl_smoothmodels", "1", CVAR_NONE, "None");
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gl_smooth = Cvar_Get("gl_smooth", "1", CVAR_NONE, "None");
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gl_smoothdlights = Cvar_Get("gl_smoothdlights", "1", CVAR_NONE, "None");
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gl_affinemodels = Cvar_Get("gl_affinemodels", "0", CVAR_NONE, "None");
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gl_polyblend = Cvar_Get("gl_polyblend", "1", CVAR_NONE, "None");
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gl_flashblend = Cvar_Get("gl_flashblend", "0", CVAR_NONE, "None");
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@ -362,10 +362,6 @@ void GL_Init (void)
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glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
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/* glShadeMode(GL_SMOOTH) should look better then GL_FLAT but
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I don't know if it looks any better, sure is slower
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glShadeModel (GL_SMOOTH);
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*/
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glShadeModel (GL_FLAT);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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@ -251,10 +251,6 @@ GL_Init (void)
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glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
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/* glShadeMode(GL_SMOOTH) should look better then GL_FLAT but
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I don't know if it looks any better, sure is slower
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glShadeModel (GL_SMOOTH);
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*/
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glShadeModel (GL_FLAT);
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glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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