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https://git.code.sf.net/p/quake/newtree
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Dynamically generate particle texture. Even better looking, too!
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37ba8cabb3
commit
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1 changed files with 7 additions and 21 deletions
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@ -48,29 +48,10 @@ GDT_Init (void)
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GDT_InitSmokeParticleTexture ();
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GDT_InitSmokeParticleTexture ();
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}
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}
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byte dottexture[16][16] = {
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{0, 0, 0, 0, 56, 151, 217, 250, 250, 217, 151, 56, 0, 0, 0, 0},
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{0, 0, 0, 151, 255, 255, 255, 255, 255, 255, 255, 255, 151, 0, 0, 0},
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{0, 0, 184, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 184, 0, 0},
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{0, 151, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 151, 0},
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{56, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 56},
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{151, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 151},
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{217, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 217},
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{250, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 250},
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{250, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 250},
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{217, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 217},
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{151, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 151},
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{56, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 56},
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{0, 151, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 151, 0},
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{0, 0, 184, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 184, 0, 0},
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{0, 0, 0, 151, 255, 255, 255, 255, 255, 255, 255, 255, 151, 0, 0, 0},
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{0, 0, 0, 0, 56, 151, 217, 250, 250, 217, 151, 56, 0, 0, 0, 0},
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};
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static void
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static void
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GDT_InitDotParticleTexture (void)
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GDT_InitDotParticleTexture (void)
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{
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{
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int x, y;
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int x, y, dx, dy, d;
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byte data[16][16][4];
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byte data[16][16][4];
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//
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//
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@ -84,7 +65,12 @@ GDT_InitDotParticleTexture (void)
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data[y][x][0] = 244;
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data[y][x][0] = 244;
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data[y][x][1] = 244;
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data[y][x][1] = 244;
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data[y][x][2] = 244;
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data[y][x][2] = 244;
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data[y][x][3] = dottexture[x][y];
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dx = x - 8;
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dy = y - 8;
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d = 255 - 4 * (dx * dx + dy * dy);
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if (d<0) d = 0;
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if (d>255) d = 255;
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data[y][x][3] = (byte) d;
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}
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}
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}
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}
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glTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, 16, 16, 0, GL_RGBA,
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glTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, 16, 16, 0, GL_RGBA,
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