diff --git a/source/gl_draw.c b/source/gl_draw.c index 0209d3e..a9674c7 100644 --- a/source/gl_draw.c +++ b/source/gl_draw.c @@ -998,8 +998,6 @@ void GL_Set2D (void) glMatrixMode(GL_MODELVIEW); glLoadIdentity (); - GL_DisableMultitexture (); - glEnable (GL_BLEND); glDisable (GL_DEPTH_TEST); glDisable (GL_CULL_FACE); @@ -1474,13 +1472,3 @@ int GL_LoadPicTexture (qpic_t *pic) { return GL_LoadTexture ("", pic->width, pic->height, pic->data, false, true, 1); } - -/****************************************/ - -void GL_SelectTexture (GLenum target) -{ - if (!gl_mtexable) - return; - qglSelectTexture (target + gl_mtex_enum); -} - diff --git a/source/gl_part.c b/source/gl_part.c index 92990a4..5be390d 100644 --- a/source/gl_part.c +++ b/source/gl_part.c @@ -519,9 +519,8 @@ void R_DrawParticles (void) qboolean alphaTestEnabled; glBindTexture (GL_TEXTURE_2D, particletexture); - // LordHavoc: reset to single texture and modulate mode before drawing particles - GL_DisableMultitexture(); - glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); + // LordHavoc: particles should not affect zbuffer + glDepthMask(0); alphaTestEnabled = glIsEnabled(GL_ALPHA_TEST); if (alphaTestEnabled) @@ -655,6 +654,7 @@ void R_DrawParticles (void) glEnd (); if (alphaTestEnabled) glEnable(GL_ALPHA_TEST); + glDepthMask(1); } /* diff --git a/source/gl_rmain.c b/source/gl_rmain.c index ebbe62e..9405c90 100644 --- a/source/gl_rmain.c +++ b/source/gl_rmain.c @@ -299,8 +299,6 @@ void R_DrawSpriteModel (entity_t *e) else glColor4f(1,1,1,1); - GL_DisableMultitexture(); - glBindTexture (GL_TEXTURE_2D, frame->gl_texturenum); glEnable (GL_ALPHA_TEST); @@ -620,8 +618,6 @@ void R_DrawAliasModel (entity_t *e) // draw all the triangles // - GL_DisableMultitexture(); - glPushMatrix (); R_RotateForEntity (e); @@ -968,8 +964,6 @@ void R_RenderScene (void) R_DrawEntitiesOnList (); - GL_DisableMultitexture(); - R_RenderDlights (); R_UpdateFires (); R_DrawParticles (); diff --git a/source/gl_rmisc.c b/source/gl_rmisc.c index b2387ae..e70d370 100644 --- a/source/gl_rmisc.c +++ b/source/gl_rmisc.c @@ -309,8 +309,6 @@ void R_TranslatePlayerSkin (int playernum) extern byte player_8bit_texels[320*200]; char s[512]; - GL_DisableMultitexture(); - player = &cl.players[playernum]; if (!player->name[0]) return; diff --git a/source/gl_rsurf.c b/source/gl_rsurf.c index b49bc60..7d272bd 100644 --- a/source/gl_rsurf.c +++ b/source/gl_rsurf.c @@ -93,12 +93,8 @@ int allocated[MAX_LIGHTMAPS][BLOCK_WIDTH]; // LordHavoc: changed to be allocated at runtime (typically lower memory usage) byte *lightmaps[MAX_LIGHTMAPS]; -// For gl_texsort 0 -msurface_t *skychain = NULL; msurface_t *waterchain = NULL; -void R_RenderDynamicLightmaps (msurface_t *fa); - extern qboolean lighthalf; // LordHavoc: place for gl_rsurf setup code @@ -130,7 +126,7 @@ void R_ForceLightUpdate() /* R_AddDynamicLights - LordHavoc: completely rewrote this, relies on 64bit integer math... + LordHavoc: completely rewrote this, relies on 64bit integer math... */ int dlightdivtable[8192]; int dlightdivtableinitialized = 0; @@ -380,7 +376,7 @@ Returns the proper texture for a given time and base texture */ texture_t *R_TextureAnimation (texture_t *base) { - int reletive; + int relative; int count; if (currententity->frame) @@ -392,10 +388,10 @@ texture_t *R_TextureAnimation (texture_t *base) if (!base->anim_total) return base; - reletive = (int)(cl.time*10) % base->anim_total; + relative = (int)(cl.time*10) % base->anim_total; count = 0; - while (base->anim_min > reletive || base->anim_max <= reletive) + while (base->anim_min > relative || base->anim_max <= relative) { base = base->anim_next; if (!base) @@ -424,42 +420,9 @@ extern float speedscale; // for top sky and bottom sky lpMTexFUNC qglMTexCoord2f = NULL; lpSelTexFUNC qglSelectTexture = NULL; -qboolean mtexenabled = false; - -void GL_SelectTexture (GLenum target); - -void GL_DisableMultitexture(void) +void GL_UploadLightmap(int i, int x, int y, int w, int h) { - if (mtexenabled) - { - glDisable(GL_TEXTURE_2D); - GL_SelectTexture(0); - mtexenabled = false; - } -} - -void GL_EnableMultitexture(void) -{ - if (gl_mtexable) - { - GL_SelectTexture(1); - glEnable(GL_TEXTURE_2D); - mtexenabled = true; - } -} - -void GL_UploadLightmap(int i) -{ - glRect_t *theRect; - lightmap_modified[i] = false; - theRect = &lightmap_rectchange[i]; - glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t, - BLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE, - lightmaps[i] + (theRect->t * BLOCK_WIDTH) * lightmap_bytes); - theRect->l = BLOCK_WIDTH; - theRect->t = BLOCK_HEIGHT; - theRect->h = 0; - theRect->w = 0; + glTexSubImage2D(GL_TEXTURE_2D, 0, 0, y, BLOCK_WIDTH, h, gl_lightmap_format, GL_UNSIGNED_BYTE, lightmaps[i] + (y * BLOCK_WIDTH) * lightmap_bytes); } /* @@ -470,171 +433,55 @@ Systems that have fast state and texture changes can just do everything as it passes with no need to sort ================ */ -void R_DrawWorldSequentialPoly (msurface_t *s) +void R_DrawMultitexturePoly (msurface_t *s) { - glpoly_t *p; + int maps; float *v; int i; - texture_t *t; - // normal lightmaped poly - R_RenderDynamicLightmaps (s); - p = s->polys; - t = R_TextureAnimation (s->texinfo->texture); - if (gl_mtexable) + c_brush_polys++; + + i = s->lightmaptexturenum; + + // Binds world to texture env 0 + qglSelectTexture (gl_mtex_enum+0); + glBindTexture (GL_TEXTURE_2D, R_TextureAnimation (s->texinfo->texture)->gl_texturenum); + glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); + // Binds lightmap to texenv 1 + qglSelectTexture (gl_mtex_enum+1); + glBindTexture (GL_TEXTURE_2D, lightmap_textures + i); + glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); + glEnable(GL_TEXTURE_2D); + + // check for lightmap modification + if (r_dynamic->value) { - // Binds world to texture env 0 - GL_SelectTexture(0); - glBindTexture (GL_TEXTURE_2D, t->gl_texturenum); -// glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); - // Binds lightmap to texenv 1 - GL_EnableMultitexture(); // Same as SelectTexture (TEXTURE1) - glBindTexture (GL_TEXTURE_2D, lightmap_textures + s->lightmaptexturenum); - i = s->lightmaptexturenum; - if (lightmap_modified[i]) - GL_UploadLightmap(i); - glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); + for (maps = 0;maps < MAXLIGHTMAPS && s->styles[maps] != 255;maps++) + if (d_lightstylevalue[s->styles[maps]] != s->cached_light[maps]) + goto dynamic; - glBegin(GL_POLYGON); - v = p->verts[0]; - for (i=0 ; inumverts ; i++, v+= VERTEXSIZE) + if (s->dlightframe == r_framecount // dynamic this frame + || s->cached_dlight) // dynamic previously { - qglMTexCoord2f (gl_mtex_enum + 0, v[3], v[4]); - qglMTexCoord2f (gl_mtex_enum + 1, v[5], v[6]); - glVertex3fv (v); +dynamic: + R_BuildLightMap (s, lightmaps[s->lightmaptexturenum] + (s->light_t * BLOCK_WIDTH + s->light_s) * lightmap_bytes, BLOCK_WIDTH*lightmap_bytes); + GL_UploadLightmap(i, s->light_s, s->light_t, (s->extents[0]>>4)+1, (s->extents[1]>>4)+1); } } - else + + glBegin(GL_POLYGON); + v = s->polys->verts[0]; + for (i=0 ; ipolys->numverts ; i++, v+= VERTEXSIZE) { - glBindTexture (GL_TEXTURE_2D, t->gl_texturenum); - glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); - glBegin (GL_POLYGON); - v = p->verts[0]; - for (i=0 ; inumverts ; i++, v+= VERTEXSIZE) - { - glTexCoord2fv (&v[3]); - glVertex3fv (v); - } - glEnd (); - - glBindTexture (GL_TEXTURE_2D, lightmap_textures + s->lightmaptexturenum); - glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); - glBlendFunc(GL_ZERO, GL_SRC_COLOR); - glEnable(GL_BLEND); - glBegin (GL_POLYGON); - v = p->verts[0]; - for (i=0 ; inumverts ; i++, v+= VERTEXSIZE) - { - glTexCoord2fv (&v[5]); - glVertex3fv (v); - } - glDisable(GL_BLEND); - } - glEnd (); -} - -void R_DrawModelSequentialPoly (msurface_t *s) -{ - glpoly_t *p; - float *v; - int i; - texture_t *t; - - // - // normal lightmaped poly - // - - if (!(s->flags & (SURF_DRAWSKY|SURF_DRAWTURB))) - { - R_RenderDynamicLightmaps (s); - p = s->polys; - t = R_TextureAnimation (s->texinfo->texture); - if (gl_mtexable) - { - // Binds world to texture env 0 - GL_SelectTexture(0); - glBindTexture (GL_TEXTURE_2D, t->gl_texturenum); - glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); - // Binds lightmap to texenv 1 - GL_EnableMultitexture(); // Same as SelectTexture (TEXTURE1) - glBindTexture (GL_TEXTURE_2D, lightmap_textures + s->lightmaptexturenum); - i = s->lightmaptexturenum; - if (lightmap_modified[i]) - GL_UploadLightmap(i); - glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); - - glBegin(GL_POLYGON); - v = p->verts[0]; - for (i=0 ; inumverts ; i++, v+= VERTEXSIZE) - { - qglMTexCoord2f (gl_mtex_enum + 0, v[3], v[4]); - qglMTexCoord2f (gl_mtex_enum + 1, v[5], v[6]); - glVertex3fv (v); - } - } - else - { - glBindTexture (GL_TEXTURE_2D, t->gl_texturenum); - glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); - glBegin (GL_POLYGON); - v = p->verts[0]; - for (i=0 ; inumverts ; i++, v+= VERTEXSIZE) - { - glTexCoord2fv (&v[3]); - glVertex3fv (v); - } - glEnd (); - - glBindTexture (GL_TEXTURE_2D, lightmap_textures + s->lightmaptexturenum); - glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); - glBlendFunc(GL_ZERO, GL_SRC_COLOR); - glEnable(GL_BLEND); - glBegin (GL_POLYGON); - v = p->verts[0]; - for (i=0 ; inumverts ; i++, v+= VERTEXSIZE) - { - glTexCoord2fv (&v[5]); - glVertex3fv (v); - } - glDisable(GL_BLEND); - } - glEnd (); - return; - } - - // - // subdivided water surface warp - // - - if (s->flags & SURF_DRAWTURB) - { - EmitWaterPolys (s); - return; - } -} - - -/* -================ -DrawGLPoly -================ -*/ -void DrawGLPoly (glpoly_t *p) -{ - int i; - float *v; - - glBegin (GL_POLYGON); - v = p->verts[0]; - for (i=0 ; inumverts ; i++, v+= VERTEXSIZE) - { - glTexCoord2fv (&v[3]); + qglMTexCoord2f (gl_mtex_enum + 0, v[3], v[4]); + qglMTexCoord2f (gl_mtex_enum + 1, v[5], v[6]); glVertex3fv (v); } glEnd (); + glDisable(GL_TEXTURE_2D); + qglSelectTexture (gl_mtex_enum+0); } - /* ================ R_BlendLightmaps @@ -646,9 +493,6 @@ void R_BlendLightmaps (void) glpoly_t *p; float *v; - if (!gl_texsort->value) - return; - glDepthMask (0); // don't bother writing Z glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); @@ -662,8 +506,11 @@ void R_BlendLightmaps (void) continue; glBindTexture (GL_TEXTURE_2D, lightmap_textures+i); if (lightmap_modified[i]) - GL_UploadLightmap(i); - for ( ; p ; p=p->chain) + { + GL_UploadLightmap(i, lightmap_rectchange[i].l, lightmap_rectchange[i].t, lightmap_rectchange[i].w, lightmap_rectchange[i].h); + lightmap_modified[i] = false; + } + for (;p;p = p->chain) { glBegin (GL_POLYGON); v = p->verts[0]; @@ -689,31 +536,25 @@ R_RenderBrushPoly */ void R_RenderBrushPoly (msurface_t *fa) { - texture_t *t; byte *base; int maps; - glRect_t *theRect; - int smax, tmax; + glRect_t *theRect; + int i; + float *v; + int smax, tmax; c_brush_polys++; - if (fa->flags & SURF_DRAWSKY) - { // warp texture, no lightmaps -// EmitBothSkyLayers (fa); - return; - } - - t = R_TextureAnimation (fa->texinfo->texture); - glBindTexture (GL_TEXTURE_2D, t->gl_texturenum); + glBindTexture (GL_TEXTURE_2D, R_TextureAnimation (fa->texinfo->texture)->gl_texturenum); - if (fa->flags & SURF_DRAWTURB) - { // warp texture, no lightmaps - EmitWaterPolys (fa); - return; + glBegin (GL_POLYGON); + v = fa->polys->verts[0]; + for (i = 0;i < fa->polys->numverts;i++, v += VERTEXSIZE) + { + glTexCoord2fv (&v[3]); + glVertex3fv (v); } - - glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); - DrawGLPoly (fa->polys); + glEnd (); // add the poly to the proper lightmap chain @@ -750,93 +591,30 @@ dynamic: theRect->w = (fa->light_s-theRect->l)+smax; if ((theRect->h + theRect->t) < (fa->light_t + tmax)) theRect->h = (fa->light_t-theRect->t)+tmax; - if (lightmap_bytes==3) { - base = lightmaps[fa->lightmaptexturenum] + (fa->light_t * BLOCK_WIDTH + fa->light_s) * 3; - R_BuildLightMap (fa, base, BLOCK_WIDTH*3); - } else { - base = lightmaps[fa->lightmaptexturenum] + (fa->light_t * BLOCK_WIDTH + fa->light_s); - R_BuildLightMap (fa, base, BLOCK_WIDTH); - } + base = lightmaps[fa->lightmaptexturenum] + (fa->light_t * BLOCK_WIDTH + fa->light_s) * lightmap_bytes; + R_BuildLightMap (fa, base, BLOCK_WIDTH*lightmap_bytes); } } } -/* -================ -R_RenderDynamicLightmaps -Multitexture -================ -*/ -void R_RenderDynamicLightmaps (msurface_t *fa) +void GL_WaterSurface(msurface_t *s) { - byte *base; - int maps; - glRect_t *theRect; - int smax, tmax; - - c_brush_polys++; - - if (fa->flags & ( SURF_DRAWSKY | SURF_DRAWTURB) ) - return; - - fa->polys->chain = lightmap_polys[fa->lightmaptexturenum]; - lightmap_polys[fa->lightmaptexturenum] = fa->polys; - - // check for lightmap modification - for (maps = 0 ; maps < MAXLIGHTMAPS && fa->styles[maps] != 255 ; - maps++) - if (d_lightstylevalue[fa->styles[maps]] != fa->cached_light[maps]) - goto dynamic; - - if (fa->dlightframe == r_framecount // dynamic this frame - || fa->cached_dlight) // dynamic previously + glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); + if (lighthalf) + glColor4f(0.5,0.5,0.5, r_wateralpha->value); + else + glColor4f(1,1,1, r_wateralpha->value); + if (r_wateralpha->value < 1.0) { -dynamic: - if (r_dynamic->value) - { - lightmap_modified[fa->lightmaptexturenum] = true; - theRect = &lightmap_rectchange[fa->lightmaptexturenum]; - if (fa->light_t < theRect->t) { - if (theRect->h) - theRect->h += theRect->t - fa->light_t; - theRect->t = fa->light_t; - } - if (fa->light_s < theRect->l) { - if (theRect->w) - theRect->w += theRect->l - fa->light_s; - theRect->l = fa->light_s; - } - smax = (fa->extents[0]>>4)+1; - tmax = (fa->extents[1]>>4)+1; - if ((theRect->w + theRect->l) < (fa->light_s + smax)) - theRect->w = (fa->light_s-theRect->l)+smax; - if ((theRect->h + theRect->t) < (fa->light_t + tmax)) - theRect->h = (fa->light_t-theRect->t)+tmax; - if (lightmap_bytes==3) { - base = lightmaps[fa->lightmaptexturenum] + (fa->light_t * BLOCK_WIDTH + fa->light_s) * 3; - R_BuildLightMap (fa, base, BLOCK_WIDTH*3); - } else { - base = lightmaps[fa->lightmaptexturenum] + (fa->light_t * BLOCK_WIDTH + fa->light_s); - R_BuildLightMap (fa, base, BLOCK_WIDTH); - } - } + glDepthMask(0); + EmitWaterPolys (s); + glDepthMask(1); } + else + EmitWaterPolys (s); + glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); } -/* -================ -R_MirrorChain -================ -*/ -void R_MirrorChain (msurface_t *s) -{ - if (mirror) - return; - mirror = true; - mirror_plane = s->plane; -} - - /* ================ R_DrawWaterSurfaces @@ -846,67 +624,38 @@ void R_DrawWaterSurfaces (void) { int i; msurface_t *s; - texture_t *t; - if (r_wateralpha->value == 1.0 && gl_texsort->value) + if (!waterchain) return; - // // go back to the world matrix - // glLoadMatrixf (r_world_matrix); + glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); if (lighthalf) glColor4f(0.5,0.5,0.5, r_wateralpha->value); else glColor4f(1,1,1, r_wateralpha->value); if (r_wateralpha->value < 1.0) - glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); - else - glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); + glDepthMask(0); - if (!gl_texsort->value) + i = -1; + for (s = waterchain;s;s = s->texturechain) { - if (!waterchain) - return; - - for ( s = waterchain ; s ; s=s->texturechain) + if (i != s->texinfo->texture->gl_texturenum) { - glBindTexture (GL_TEXTURE_2D, s->texinfo->texture->gl_texturenum); - EmitWaterPolys (s); + i = s->texinfo->texture->gl_texturenum; + glBindTexture (GL_TEXTURE_2D, i); } - - waterchain = NULL; - } - else - { - - for (i=0 ; inumtextures ; i++) - { - t = cl.worldmodel->textures[i]; - if (!t) - continue; - s = t->texturechain; - if (!s) - continue; - if ( !(s->flags & SURF_DRAWTURB ) ) - continue; - - // set modulate mode explicitly - - glBindTexture (GL_TEXTURE_2D, t->gl_texturenum); - - for ( ; s ; s=s->texturechain) - EmitWaterPolys (s); - - t->texturechain = NULL; - } - + EmitWaterPolys (s); } + + waterchain = NULL; glColor3f(1,1,1); - glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); + if (r_wateralpha->value < 1.0) + glDepthMask(1); } @@ -919,43 +668,15 @@ void DrawTextureChains (void) { int i; msurface_t *s; - texture_t *t; - - if (!gl_texsort->value) { - GL_DisableMultitexture(); - - if (skychain) - { - skychain = NULL; - } - - return; - } for (i=0 ; inumtextures ; i++) { - t = cl.worldmodel->textures[i]; - if (!t) + if (!cl.worldmodel->textures[i]) continue; - s = t->texturechain; - if (!s) - continue; -/* if (i == skytexturenum) - R_DrawSkyChain (s); - else*/ if (i == mirrortexturenum && r_mirroralpha->value != 1.0) - { - R_MirrorChain (s); - continue; - } - else - { - if ((s->flags & SURF_DRAWTURB) && r_wateralpha->value != 1.0) - continue; // draw translucent water later - for ( ; s ; s=s->texturechain) - R_RenderBrushPoly (s); - } + for (s = cl.worldmodel->textures[i]->texturechain;s;s = s->texturechain) + R_RenderBrushPoly (s); - t->texturechain = NULL; + cl.worldmodel->textures[i]->texturechain = NULL; } } @@ -1039,11 +760,20 @@ void R_DrawBrushModel (entity_t *e) R_RotateForEntity (e); e->angles[0] = -e->angles[0]; // stupid quake bug + // LordHavoc: anyone without multitexture won't want texsort 0 anyway... + if (!gl_mtexable) + gl_texsort->value = 1; + + glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); + // // draw texture // for (i=0 ; inummodelsurfaces ; i++, psurf++) { + if (psurf->flags & SURF_DRAWSKY) + return; + // find which side of the node we are on pplane = psurf->plane; @@ -1053,14 +783,18 @@ void R_DrawBrushModel (entity_t *e) if (((psurf->flags & SURF_PLANEBACK) && (dot < -BACKFACE_EPSILON)) || (!(psurf->flags & SURF_PLANEBACK) && (dot > BACKFACE_EPSILON))) { - if (gl_texsort->value) + if (psurf->flags & SURF_DRAWTURB) + GL_WaterSurface(psurf); + else if (gl_texsort->value) R_RenderBrushPoly (psurf); else - R_DrawModelSequentialPoly (psurf); + R_DrawMultitexturePoly (psurf); } } - R_BlendLightmaps (); + if (gl_texsort->value) + R_BlendLightmaps (); + glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); @@ -1165,22 +899,21 @@ void R_RecursiveWorldNode (mnode_t *node) if ((dot < 0) ^ !!(surf->flags & SURF_PLANEBACK)) continue; // wrong side - // if sorting by texture, just store it out - if (gl_texsort->value) { - if (!mirror || surf->texinfo->texture != - cl.worldmodel->textures[mirrortexturenum]) { + if (surf->flags & SURF_DRAWSKY) + continue; - surf->texturechain = surf->texinfo->texture->texturechain; - surf->texinfo->texture->texturechain = surf; - } - } else if (surf->flags & SURF_DRAWSKY) { - surf->texturechain = skychain; - skychain = surf; - } else if (surf->flags & SURF_DRAWTURB) { + if (surf->flags & SURF_DRAWTURB) + { surf->texturechain = waterchain; waterchain = surf; - } else - R_DrawWorldSequentialPoly (surf); + } + else if (gl_texsort->value) + { + surf->texturechain = surf->texinfo->texture->texturechain; + surf->texinfo->texture->texturechain = surf; + } + else + R_DrawMultitexturePoly (surf); } } @@ -1209,16 +942,24 @@ void R_DrawWorld (void) currententity = &ent; + // LordHavoc: anyone without multitexture won't want texsort 0 anyway... + if (!gl_mtexable) + gl_texsort->value = 1; + glColor3f (1.0, 1.0, 1.0); memset (lightmap_polys, 0, sizeof(lightmap_polys)); // Be sure to clear the skybox --KB R_DrawSky (); + glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); + R_RecursiveWorldNode (cl.worldmodel->nodes); DrawTextureChains (); - R_BlendLightmaps (); + if (gl_texsort->value) + R_BlendLightmaps (); + glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); @@ -1464,13 +1205,8 @@ void GL_CreateSurfaceLightmap (msurface_t *surf) tmax = (surf->extents[1]>>4)+1; surf->lightmaptexturenum = AllocBlock (smax, tmax, &surf->light_s, &surf->light_t); - if (lightmap_bytes==3) { - base = lightmaps[surf->lightmaptexturenum] + (surf->light_t * BLOCK_WIDTH + surf->light_s) * 3; - R_BuildLightMap (surf, base, BLOCK_WIDTH*3); - } else { - base = lightmaps[surf->lightmaptexturenum] + (surf->light_t * BLOCK_WIDTH + surf->light_s); - R_BuildLightMap (surf, base, BLOCK_WIDTH); - } + base = lightmaps[surf->lightmaptexturenum] + (surf->light_t * BLOCK_WIDTH + surf->light_s) * lightmap_bytes; + R_BuildLightMap (surf, base, BLOCK_WIDTH*lightmap_bytes); } @@ -1531,8 +1267,8 @@ void GL_BuildLightmaps (void) } } - if (!gl_texsort->value) - GL_SelectTexture(1); + if (gl_mtexable && !gl_texsort->value) + qglSelectTexture (gl_mtex_enum+1); // // upload all lightmaps that were filled @@ -1554,8 +1290,7 @@ void GL_BuildLightmaps (void) GL_UNSIGNED_BYTE, lightmaps[i]); } - if (!gl_texsort->value) - GL_SelectTexture(0); - + if (gl_mtexable && !gl_texsort->value) + qglSelectTexture (gl_mtex_enum+0); } diff --git a/source/gl_warp.c b/source/gl_warp.c index 95d1d82..ec97803 100644 --- a/source/gl_warp.c +++ b/source/gl_warp.c @@ -650,7 +650,6 @@ R_DrawSkyBox (void) { int i, j; - GL_DisableMultitexture (); glEnable (GL_DEPTH_TEST); glDepthFunc (GL_ALWAYS); // glDisable (GL_BLEND); @@ -732,13 +731,13 @@ R_DrawSkyLayer (float s) void R_DrawSkyDome (void) { - GL_DisableMultitexture (); glEnable (GL_DEPTH_TEST); glDepthFunc (GL_ALWAYS); // glDisable (GL_BLEND); // glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDepthRange (gldepthmax, gldepthmax); + glDisable (GL_BLEND); if (lighthalf) glColor3f(0.5,0.5,0.5); else