source/vid_glx.c:

#if 0 the signal code. wouldn't compile otherwise, but not game to
	nuke it just yet
include/win32/version.h:
	buggered if I know. fscking configure/cvs :)
include/glquake.h:
	remove size declarations from bubble_sintable and bubble_costable
source/gl_part.c source/gl_rlight.c:
	32 segments in a circle now instead of 16 and change the pointer
	math to cope
source/gl_warp.c:
	nothing much. just almost double my fps. (hint: the above tables)
This commit is contained in:
Bill Currie 2000-06-29 09:21:23 +00:00
parent 29ef95a9b5
commit b25d03c602
5 changed files with 20 additions and 19 deletions

View file

@ -297,7 +297,7 @@ void R_RotateForEntity (entity_t *e);
// gl_rlight.c // gl_rlight.c
// //
extern float bubble_sintable[17], bubble_costable[17]; extern float bubble_sintable[], bubble_costable[];
extern float v_blend[4]; extern float v_blend[4];
void R_MarkLights (dlight_t *light, int bit, mnode_t *node); void R_MarkLights (dlight_t *light, int bit, mnode_t *node);

View file

@ -781,8 +781,8 @@ R_DrawFire (fire_t *f)
glVertex3fv (vec); glVertex3fv (vec);
glVertex3fv (vec2); glVertex3fv (vec2);
b_sin++; b_sin+=2;
b_cos++; b_cos+=2;
} }
glEnd (); glEnd ();
} }

View file

@ -106,7 +106,7 @@ void AddLightBlend (float r, float g, float b, float a2)
//Con_Printf("AddLightBlend(): %4.2f %4.2f %4.2f %4.6f\n", v_blend[0], v_blend[1], v_blend[2], v_blend[3]); //Con_Printf("AddLightBlend(): %4.2f %4.2f %4.2f %4.6f\n", v_blend[0], v_blend[1], v_blend[2], v_blend[3]);
} }
float bubble_sintable[17], bubble_costable[17]; float bubble_sintable[33], bubble_costable[33];
void R_InitBubble() { void R_InitBubble() {
float a; float a;
@ -116,9 +116,9 @@ void R_InitBubble() {
bub_sin = bubble_sintable; bub_sin = bubble_sintable;
bub_cos = bubble_costable; bub_cos = bubble_costable;
for (i=16 ; i>=0 ; i--) for (i=32 ; i>=0 ; i--)
{ {
a = i/16.0 * M_PI*2; a = i/32.0 * M_PI*2;
*bub_sin++ = sin(a); *bub_sin++ = sin(a);
*bub_cos++ = cos(a); *bub_cos++ = cos(a);
} }
@ -157,8 +157,8 @@ void R_RenderDlight (dlight_t *light)
for (j=0 ; j<3 ; j++) for (j=0 ; j<3 ; j++)
v[j] = light->origin[j] + (vright[j]*(*bub_cos) + v[j] = light->origin[j] + (vright[j]*(*bub_cos) +
+ vup[j]*(*bub_sin)) * rad; + vup[j]*(*bub_sin)) * rad;
bub_sin++; bub_sin+=2;
bub_cos++; bub_cos+=2;
glVertex3fv (v); glVertex3fv (v);
} }
glEnd (); glEnd ();

View file

@ -677,21 +677,22 @@ vec3_t domescale;
void void
R_DrawSkyLayer (float s) R_DrawSkyLayer (float s)
{ {
float a, b, x, y, a1x, a1y, a2x, a2y; int a, b;
float x, y, a1x, a1y, a2x, a2y;
vec3_t v; vec3_t v;
for (a = 0; a < 1; a += (1.0 / 32.0)) for (a = 0; a < 32; a++)
{ {
a1x = cos(a * M_PI * 2); a1x = bubble_costable[a];
a1y = -sin(a * M_PI * 2); a1y = -bubble_sintable[a];
a2x = cos((a+(1.0/32.0)) * M_PI * 2); a2x = bubble_costable[a+1];
a2y = -sin((a+(1.0/32.0)) * M_PI * 2); a2y = -bubble_sintable[a+1];
glBegin (GL_TRIANGLE_STRIP); glBegin (GL_TRIANGLE_STRIP);
for (b = 0; b <= 1; b += (1.0 / 32.0)) for (b = 0; b <= 32; b++)
{ {
x = cos(b * M_PI * 2); x = bubble_costable[b];
y = -sin(b * M_PI * 2); y = -bubble_sintable[b];
v[0] = a1x*x * domescale[0]; v[0] = a1x*x * domescale[0];
v[1] = a1y*x * domescale[1]; v[1] = a1y*x * domescale[1];

View file

@ -183,7 +183,7 @@ VID_Shutdown(void)
#endif #endif
x11_close_display(); x11_close_display();
} }
#if 0
static void static void
signal_handler(int sig) signal_handler(int sig)
{ {
@ -206,7 +206,7 @@ InitSig(void)
signal(SIGSEGV, signal_handler); signal(SIGSEGV, signal_handler);
signal(SIGTERM, signal_handler); signal(SIGTERM, signal_handler);
} }
#endif
void VID_ShiftPalette(unsigned char *p) void VID_ShiftPalette(unsigned char *p)
{ {
VID_SetPalette(p); VID_SetPalette(p);