tarred, feathered, stabbed, shot, drawn, quartered, and then really hurt.
Such hardware requiring it should be incinerated as worthless garbage.
Yes, this means that we now change blending states often again. This may
recover much of the lost FPS people were having with certain cards and
drivers. Sorry guys, I didn't consider that card makers could be such
complete idiots.
On the plus side, all major bugs outstanding in the GL renderer should be
resolved excepting the banding on 3dfx cards. As soon as Mercury gets me
the documentation on the gamma ramp extension, I'll be using it (hint..)
This is your cue to merge my changes into the main tree taniwha.
No depth polys yet. Waterripple added. Version display while downloading
removed. gl_finish sortof removed (cvar needs to be pulled still),
gl_ztrick is next. I understand the GL renderer and what I plan to do w/
it better now, so I can start pounding away at that after I wake up.
wholesome, family project (yeah right), it will not be seen anymore.
But fret not. If you need a replacement, just use glBindTexture the way
SGI intended. In fact, every single GL_Bind (target) call was simply
replaced with glBindTexture (GL_TEXTURE_2D, target).. Since that's more
or less all GL_Bind () did anyway, save a function call!
In order to do so I:
* included strings.h and string.h in many files so various functions would be
defined
* Fixed model_t collision problem in cl_main.c (Solaris)
* com.c - corrected WORDS_BIGENDIAN spelling
* gl_draw.c - Use HAVE_GL_COLOR_INDEX8_EXT to avoid referencing
GL_COLOR_INDEX8_EXT when it isn't available
* net_udp.c - use socklen_t to appease AIX
split up the headerfiles and such. common.[ch] and qwsvdef.h no longer exist. More work still needs to be done (esp for windows) but this should be a major improvement.