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don't subdivide sky polys. we don't need it and it only slows us down
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parent
e8da8add75
commit
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2 changed files with 2 additions and 6 deletions
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@ -1296,8 +1296,6 @@ void GL_BuildLightmaps (void)
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{
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{
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if ( m->surfaces[i].flags & SURF_DRAWTURB )
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if ( m->surfaces[i].flags & SURF_DRAWTURB )
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continue;
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continue;
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if ( m->surfaces[i].flags & SURF_DRAWSKY )
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continue;
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GL_CreateSurfaceLightmap (m->surfaces + i);
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GL_CreateSurfaceLightmap (m->surfaces + i);
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BuildSurfaceDisplayList (m->surfaces + i);
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BuildSurfaceDisplayList (m->surfaces + i);
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}
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}
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@ -597,14 +597,12 @@ void Mod_LoadFaces (lump_t *l)
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if (!strncmp(out->texinfo->texture->name,"sky",3)) // sky
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if (!strncmp(out->texinfo->texture->name,"sky",3)) // sky
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{
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{
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void BuildSurfaceDisplayList (msurface_t*);
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out->flags |= (SURF_DRAWSKY | SURF_DRAWTILED);
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out->flags |= (SURF_DRAWSKY | SURF_DRAWTILED);
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#ifndef QUAKE2
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GL_SubdivideSurface (out); // cut up polygon for warps
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#endif
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continue;
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continue;
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}
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}
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if (!strncmp(out->texinfo->texture->name,"*",1)) // turbulent
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if (out->texinfo->texture->name[0] == '*') // turbulent
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{
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{
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out->flags |= (SURF_DRAWTURB | SURF_DRAWTILED);
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out->flags |= (SURF_DRAWTURB | SURF_DRAWTILED);
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for (i=0 ; i<2 ; i++)
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for (i=0 ; i<2 ; i++)
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