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gl_part.c:
do the GL_BLEND thing for R_UpdateFires. Fires just don't look so good without it :/ model.c: correct some "spelling" mistakes.
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parent
1ff9c694dd
commit
f698534b79
2 changed files with 5 additions and 3 deletions
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@ -340,6 +340,7 @@ R_UpdateFires (void)
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glDepthMask (0);
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glDisable (GL_TEXTURE_2D);
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glShadeModel (GL_SMOOTH);
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glEnable (GL_BLEND);
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glBlendFunc (GL_ONE, GL_ONE);
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f = r_fires;
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@ -352,6 +353,7 @@ R_UpdateFires (void)
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}
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glColor3f (1.0, 1.0, 1.0);
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glDisable (GL_BLEND);
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glEnable (GL_TEXTURE_2D);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDepthMask (1);
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@ -85,7 +85,7 @@ mleaf_t *Mod_PointInLeaf (vec3_t p, model_t *model)
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if (node->contents < 0)
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return (mleaf_t *)node;
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plane = node->plane;
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d = DotProduct (p,plane->normal) - plane->dist;
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d = DotProduct (p, plane->normal) - plane->dist;
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if (d > 0)
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node = node->children[0];
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else
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@ -175,7 +175,7 @@ model_t *Mod_FindName (char *name)
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model_t *mod;
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if (!name[0])
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Sys_Error ("Mod_ForName: NULL name");
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Sys_Error ("Mod_FindName: NULL name");
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//
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// search the currently loaded models
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@ -228,7 +228,7 @@ model_t *Mod_LoadModel (model_t *mod, qboolean crash)
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if (!buf)
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{
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if (crash)
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Sys_Error ("Mod_NumForName: %s not found", mod->name);
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Sys_Error ("Mod_LoadModel: %s not found", mod->name);
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return NULL;
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}
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