Possible world rendering speedup.

This commit is contained in:
Forest Hale 2000-07-04 02:23:50 +00:00
parent 51c1db9220
commit 9f5df4afa6

View file

@ -507,6 +507,7 @@ void R_DrawWorldSequentialPoly (msurface_t *s)
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 ; i<p->numverts ; i++, v+= VERTEXSIZE)
@ -517,6 +518,9 @@ void R_DrawWorldSequentialPoly (msurface_t *s)
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 ; i<p->numverts ; i++, v+= VERTEXSIZE)
@ -524,6 +528,7 @@ void R_DrawWorldSequentialPoly (msurface_t *s)
glTexCoord2fv (&v[5]);
glVertex3fv (v);
}
glDisable(GL_BLEND);
}
glEnd ();
}
@ -549,7 +554,7 @@ void R_DrawModelSequentialPoly (msurface_t *s)
// 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);
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);
@ -570,6 +575,7 @@ void R_DrawModelSequentialPoly (msurface_t *s)
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 ; i<p->numverts ; i++, v+= VERTEXSIZE)
@ -580,6 +586,9 @@ void R_DrawModelSequentialPoly (msurface_t *s)
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 ; i<p->numverts ; i++, v+= VERTEXSIZE)
@ -587,6 +596,7 @@ void R_DrawModelSequentialPoly (msurface_t *s)
glTexCoord2fv (&v[5]);
glVertex3fv (v);
}
glDisable(GL_BLEND);
}
glEnd ();
return;
@ -700,6 +710,7 @@ void R_RenderBrushPoly (msurface_t *fa)
return;
}
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
DrawGLPoly (fa->polys);
// add the poly to the proper lightmap chain