mirror of
https://git.code.sf.net/p/quake/newtree
synced 2024-11-25 13:32:01 +00:00
gl bmodel fullbrights implemented. I hope. I'll find out for sure when I get
home.
This commit is contained in:
parent
96aba78186
commit
ddef594b2e
7 changed files with 74 additions and 8 deletions
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@ -36,9 +36,7 @@
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#define WARP_WIDTH 320
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#define WARP_HEIGHT 200
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#ifndef MAX_LBM_HEIGHT // FIXME: get rid of this ifndef --KB
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#define MAX_LBM_HEIGHT 480
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#endif
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typedef struct
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{
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@ -118,9 +118,9 @@ extern PROC glVertexPointerEXT;
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// normalizing factor so player model works out to about
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// 1 pixel per triangle
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#ifndef MAX_LBM_HEIGHT // FIXME: Make this ifndef go away.. --KB
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#define MAX_LBM_HEIGHT 480
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#endif
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#define MAX_LBM_HEIGHT 480
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#define MAX_GLTEXTURES 2048
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#define TILE_SIZE 128 // size of textures generated by R_GenTiledSurf
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@ -215,6 +215,7 @@ extern cvar_t *gl_flashblend;
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extern cvar_t *gl_nocolors;
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extern cvar_t *gl_particles;
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extern cvar_t *gl_fb_models;
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extern cvar_t *gl_fb_bmodels;
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extern int gl_lightmap_format;
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extern int gl_solid_format;
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@ -92,6 +92,7 @@ typedef struct texture_s
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char name[16];
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unsigned width, height;
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int gl_texturenum;
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int gl_fb_texturenum;
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struct msurface_s *texturechain; // for gl_texsort drawing
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int anim_total; // total tenths in sequence ( 0 = no)
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int anim_min, anim_max; // time for this frame min <=time< max
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@ -131,6 +132,7 @@ typedef struct glpoly_s
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{
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struct glpoly_s *next;
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struct glpoly_s *chain;
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struct glpoly_s *fb_chain;
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int numverts;
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int flags; // for SURF_UNDERWATER
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float verts[4][VERTEXSIZE]; // variable sized (xyz s1t1 s2t2)
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@ -123,7 +123,6 @@ typedef struct
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int crc; // not really a standard CRC, but it works
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} gltexture_t;
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#define MAX_GLTEXTURES 1024
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static gltexture_t gltextures[MAX_GLTEXTURES];
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static int numgltextures = 0;
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@ -38,6 +38,8 @@
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#include "quakefs.h"
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#include "glquake.h"
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int Mod_Fullbright(byte *skin, int width, int height, char *name);
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extern model_t *loadmodel;
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extern char loadname[];
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@ -48,7 +50,11 @@ const int mod_lightmap_bytes=3;
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void
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Mod_ProcessTexture(miptex_t *mt, texture_t *tx)
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{
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char name[32];
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texture_mode = GL_LINEAR_MIPMAP_NEAREST; //_LINEAR;
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snprintf (name, sizeof(name), "fb_%s", mt->name);
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tx->gl_fb_texturenum = Mod_Fullbright ((byte *)(tx+1), tx->width, tx->height, name);
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tx->gl_texturenum = GL_LoadTexture (mt->name, tx->width, tx->height, (byte *)(tx+1), true, false, 1);
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texture_mode = GL_LINEAR;
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}
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@ -270,6 +270,8 @@ void R_Init (void)
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gl_fb_models = Cvar_Get ("gl_fb_models", "1", CVAR_ARCHIVE,
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"Toggles fullbright color support for models.. "
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"This is very handy, but costs me 2 FPS.. (=:]");
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gl_fb_bmodels = Cvar_Get ("gl_fb_bmodels", "1", CVAR_ARCHIVE,
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"Toggles fullbright color support for bmodels");
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gl_keeptjunctions = Cvar_Get("gl_keeptjunctions", "1", CVAR_NONE, "None");
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gl_reporttjunctions = Cvar_Get("gl_reporttjunctions", "0", CVAR_NONE, "None");
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@ -79,6 +79,7 @@ typedef struct glRect_s {
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} glRect_t;
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glpoly_t *lightmap_polys[MAX_LIGHTMAPS];
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glpoly_t *fullbright_polys[MAX_GLTEXTURES];
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qboolean lightmap_modified[MAX_LIGHTMAPS];
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glRect_t lightmap_rectchange[MAX_LIGHTMAPS];
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@ -434,6 +435,7 @@ void R_DrawMultitexturePoly (msurface_t *s)
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int maps;
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float *v;
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int i;
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texture_t *texture = R_TextureAnimation (s->texinfo->texture);
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c_brush_polys++;
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@ -442,7 +444,7 @@ void R_DrawMultitexturePoly (msurface_t *s)
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glColor3f(1,1,1);
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// Binds world to texture env 0
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qglSelectTexture (gl_mtex_enum+0);
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glBindTexture (GL_TEXTURE_2D, R_TextureAnimation (s->texinfo->texture)->gl_texturenum);
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glBindTexture (GL_TEXTURE_2D, texture->gl_texturenum);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glEnable(GL_TEXTURE_2D);
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// Binds lightmap to texenv 1
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@ -479,6 +481,11 @@ dynamic:
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glDisable(GL_TEXTURE_2D);
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qglSelectTexture (gl_mtex_enum+0);
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glEnable(GL_TEXTURE_2D);
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if (texture->gl_fb_texturenum>0) {
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s->polys->fb_chain = fullbright_polys[texture->gl_fb_texturenum];
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fullbright_polys[texture->gl_fb_texturenum] = s->polys;
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}
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}
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/*
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@ -528,6 +535,40 @@ void R_BlendLightmaps (void)
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glDepthMask (1); // back to normal Z buffering
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}
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/*
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R_RenderFullbrights
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*/
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void
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R_RenderFullbrights (void)
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{
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int i, j;
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glpoly_t *p;
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float *v;
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//glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glBlendFunc(GL_ONE, GL_ONE);
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glEnable (GL_BLEND);
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glColor3f(1,1,1);
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for (i=1; i<MAX_GLTEXTURES; i++) {
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if (!fullbright_polys[i])
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continue;
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glBindTexture (GL_TEXTURE_2D, i);
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for (p=fullbright_polys[i]; p; p=p->fb_chain) {
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glBegin (GL_POLYGON);
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for (j=0, v=p->verts[0]; j<p->numverts; j++, v+=VERTEXSIZE) {
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glTexCoord2fv (&v[3]);
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glVertex3fv (v);
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}
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glEnd();
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}
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}
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glDisable (GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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/*
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================
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R_RenderBrushPoly
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@ -541,10 +582,11 @@ void R_RenderBrushPoly (msurface_t *fa)
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int i;
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float *v;
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int smax, tmax;
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texture_t *texture = R_TextureAnimation (fa->texinfo->texture);
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c_brush_polys++;
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glBindTexture (GL_TEXTURE_2D, R_TextureAnimation (fa->texinfo->texture)->gl_texturenum);
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glBindTexture (GL_TEXTURE_2D, texture->gl_texturenum);
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glBegin (GL_POLYGON);
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v = fa->polys->verts[0];
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@ -560,6 +602,11 @@ void R_RenderBrushPoly (msurface_t *fa)
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fa->polys->chain = lightmap_polys[fa->lightmaptexturenum];
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lightmap_polys[fa->lightmaptexturenum] = fa->polys;
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if (texture->gl_fb_texturenum>0) {
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fa->polys->fb_chain = fullbright_polys[texture->gl_fb_texturenum];
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fullbright_polys[texture->gl_fb_texturenum] = fa->polys;
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}
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// check for lightmap modification
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for (maps = 0 ; maps < MAXLIGHTMAPS && fa->styles[maps] != 255 ;
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maps++)
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@ -598,11 +645,14 @@ dynamic:
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void GL_WaterSurface(msurface_t *s)
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{
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int i;
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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if (lighthalf)
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glColor4f(0.5,0.5,0.5, r_wateralpha->value);
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else
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glColor4f(1,1,1, r_wateralpha->value);
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i = s->texinfo->texture->gl_texturenum;
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glBindTexture (GL_TEXTURE_2D, i);
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if (r_wateralpha->value < 1.0)
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{
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glDepthMask(0);
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@ -721,6 +771,7 @@ void R_DrawBrushModel (entity_t *e)
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glColor3f (1, 1, 1);
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memset (lightmap_polys, 0, sizeof(lightmap_polys));
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memset (fullbright_polys, 0, sizeof(fullbright_polys));
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VectorSubtract (r_refdef.vieworg, e->origin, modelorg);
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if (rotated)
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@ -794,6 +845,9 @@ void R_DrawBrushModel (entity_t *e)
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if (gl_texsort->value)
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R_BlendLightmaps ();
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if (gl_fb_bmodels->value)
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R_RenderFullbrights ();
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_BLEND);
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@ -947,6 +1001,7 @@ void R_DrawWorld (void)
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glColor3f (1.0, 1.0, 1.0);
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memset (lightmap_polys, 0, sizeof(lightmap_polys));
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memset (fullbright_polys, 0, sizeof(fullbright_polys));
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// Be sure to clear the skybox --KB
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R_DrawSky ();
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@ -960,6 +1015,9 @@ void R_DrawWorld (void)
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if (gl_texsort->value)
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R_BlendLightmaps ();
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if (gl_fb_bmodels->value)
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R_RenderFullbrights ();
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_BLEND);
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