mirror of
https://git.code.sf.net/p/quake/newtree
synced 2025-06-02 01:51:37 +00:00
Possible world rendering speedup.
This commit is contained in:
parent
51c1db9220
commit
9f5df4afa6
1 changed files with 12 additions and 1 deletions
|
@ -507,6 +507,7 @@ void R_DrawWorldSequentialPoly (msurface_t *s)
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
glBindTexture (GL_TEXTURE_2D, t->gl_texturenum);
|
glBindTexture (GL_TEXTURE_2D, t->gl_texturenum);
|
||||||
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
||||||
glBegin (GL_POLYGON);
|
glBegin (GL_POLYGON);
|
||||||
v = p->verts[0];
|
v = p->verts[0];
|
||||||
for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
|
for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
|
||||||
|
@ -517,6 +518,9 @@ void R_DrawWorldSequentialPoly (msurface_t *s)
|
||||||
glEnd ();
|
glEnd ();
|
||||||
|
|
||||||
glBindTexture (GL_TEXTURE_2D, lightmap_textures + s->lightmaptexturenum);
|
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);
|
glBegin (GL_POLYGON);
|
||||||
v = p->verts[0];
|
v = p->verts[0];
|
||||||
for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
|
for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
|
||||||
|
@ -524,6 +528,7 @@ void R_DrawWorldSequentialPoly (msurface_t *s)
|
||||||
glTexCoord2fv (&v[5]);
|
glTexCoord2fv (&v[5]);
|
||||||
glVertex3fv (v);
|
glVertex3fv (v);
|
||||||
}
|
}
|
||||||
|
glDisable(GL_BLEND);
|
||||||
}
|
}
|
||||||
glEnd ();
|
glEnd ();
|
||||||
}
|
}
|
||||||
|
@ -549,7 +554,7 @@ void R_DrawModelSequentialPoly (msurface_t *s)
|
||||||
// Binds world to texture env 0
|
// Binds world to texture env 0
|
||||||
GL_SelectTexture(0);
|
GL_SelectTexture(0);
|
||||||
glBindTexture (GL_TEXTURE_2D, t->gl_texturenum);
|
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
|
// Binds lightmap to texenv 1
|
||||||
GL_EnableMultitexture(); // Same as SelectTexture (TEXTURE1)
|
GL_EnableMultitexture(); // Same as SelectTexture (TEXTURE1)
|
||||||
glBindTexture (GL_TEXTURE_2D, lightmap_textures + s->lightmaptexturenum);
|
glBindTexture (GL_TEXTURE_2D, lightmap_textures + s->lightmaptexturenum);
|
||||||
|
@ -570,6 +575,7 @@ void R_DrawModelSequentialPoly (msurface_t *s)
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
glBindTexture (GL_TEXTURE_2D, t->gl_texturenum);
|
glBindTexture (GL_TEXTURE_2D, t->gl_texturenum);
|
||||||
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
||||||
glBegin (GL_POLYGON);
|
glBegin (GL_POLYGON);
|
||||||
v = p->verts[0];
|
v = p->verts[0];
|
||||||
for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
|
for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
|
||||||
|
@ -580,6 +586,9 @@ void R_DrawModelSequentialPoly (msurface_t *s)
|
||||||
glEnd ();
|
glEnd ();
|
||||||
|
|
||||||
glBindTexture (GL_TEXTURE_2D, lightmap_textures + s->lightmaptexturenum);
|
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);
|
glBegin (GL_POLYGON);
|
||||||
v = p->verts[0];
|
v = p->verts[0];
|
||||||
for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
|
for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
|
||||||
|
@ -587,6 +596,7 @@ void R_DrawModelSequentialPoly (msurface_t *s)
|
||||||
glTexCoord2fv (&v[5]);
|
glTexCoord2fv (&v[5]);
|
||||||
glVertex3fv (v);
|
glVertex3fv (v);
|
||||||
}
|
}
|
||||||
|
glDisable(GL_BLEND);
|
||||||
}
|
}
|
||||||
glEnd ();
|
glEnd ();
|
||||||
return;
|
return;
|
||||||
|
@ -700,6 +710,7 @@ void R_RenderBrushPoly (msurface_t *fa)
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
||||||
DrawGLPoly (fa->polys);
|
DrawGLPoly (fa->polys);
|
||||||
|
|
||||||
// add the poly to the proper lightmap chain
|
// add the poly to the proper lightmap chain
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue