And a few more GL_TEXTURE0/GL_TEXTURE1 fixes.

This commit is contained in:
Ragnvald Maartmann-Moe IV 2001-12-28 21:52:25 +00:00
parent e55fed2197
commit 9556d038c1

View file

@ -773,8 +773,8 @@ dynamic:
c_brush_polys++; c_brush_polys++;
GL_MBind( GL_TEXTURE0, image->texnum ); GL_MBind( GL_Texture0, image->texnum );
GL_MBind( GL_TEXTURE1, gl_state.lightmap_textures + lmtex ); GL_MBind( GL_Texture1, gl_state.lightmap_textures + lmtex );
//========== //==========
//PGM //PGM
@ -792,8 +792,8 @@ dynamic:
qglBegin (GL_POLYGON); qglBegin (GL_POLYGON);
for (i=0 ; i< nv; i++, v+= VERTEXSIZE) for (i=0 ; i< nv; i++, v+= VERTEXSIZE)
{ {
qglMTexCoord2fSGIS( GL_TEXTURE0, (v[3]+scroll), v[4]); qglMTexCoord2fSGIS( GL_Texture0, (v[3]+scroll), v[4]);
qglMTexCoord2fSGIS( GL_TEXTURE1, v[5], v[6]); qglMTexCoord2fSGIS( GL_Texture1, v[5], v[6]);
qglVertex3fv (v); qglVertex3fv (v);
} }
qglEnd (); qglEnd ();
@ -807,8 +807,8 @@ dynamic:
qglBegin (GL_POLYGON); qglBegin (GL_POLYGON);
for (i=0 ; i< nv; i++, v+= VERTEXSIZE) for (i=0 ; i< nv; i++, v+= VERTEXSIZE)
{ {
qglMTexCoord2fSGIS( GL_TEXTURE0, v[3], v[4]); qglMTexCoord2fSGIS( GL_Texture0, v[3], v[4]);
qglMTexCoord2fSGIS( GL_TEXTURE1, v[5], v[6]); qglMTexCoord2fSGIS( GL_Texture1, v[5], v[6]);
qglVertex3fv (v); qglVertex3fv (v);
} }
qglEnd (); qglEnd ();
@ -821,8 +821,8 @@ dynamic:
{ {
c_brush_polys++; c_brush_polys++;
GL_MBind( GL_TEXTURE0, image->texnum ); GL_MBind( GL_Texture0, image->texnum );
GL_MBind( GL_TEXTURE1, gl_state.lightmap_textures + lmtex ); GL_MBind( GL_Texture1, gl_state.lightmap_textures + lmtex );
//========== //==========
//PGM //PGM
@ -840,8 +840,8 @@ dynamic:
qglBegin (GL_POLYGON); qglBegin (GL_POLYGON);
for (i=0 ; i< nv; i++, v+= VERTEXSIZE) for (i=0 ; i< nv; i++, v+= VERTEXSIZE)
{ {
qglMTexCoord2fSGIS( GL_TEXTURE0, (v[3]+scroll), v[4]); qglMTexCoord2fSGIS( GL_Texture0, (v[3]+scroll), v[4]);
qglMTexCoord2fSGIS( GL_TEXTURE1, v[5], v[6]); qglMTexCoord2fSGIS( GL_Texture1, v[5], v[6]);
qglVertex3fv (v); qglVertex3fv (v);
} }
qglEnd (); qglEnd ();
@ -857,8 +857,8 @@ dynamic:
qglBegin (GL_POLYGON); qglBegin (GL_POLYGON);
for (i=0 ; i< nv; i++, v+= VERTEXSIZE) for (i=0 ; i< nv; i++, v+= VERTEXSIZE)
{ {
qglMTexCoord2fSGIS( GL_TEXTURE0, v[3], v[4]); qglMTexCoord2fSGIS( GL_Texture0, v[3], v[4]);
qglMTexCoord2fSGIS( GL_TEXTURE1, v[5], v[6]); qglMTexCoord2fSGIS( GL_Texture1, v[5], v[6]);
qglVertex3fv (v); qglVertex3fv (v);
} }
qglEnd (); qglEnd ();
@ -1008,9 +1008,9 @@ e->angles[0] = -e->angles[0]; // stupid quake bug
e->angles[2] = -e->angles[2]; // stupid quake bug e->angles[2] = -e->angles[2]; // stupid quake bug
GL_EnableMultitexture( true ); GL_EnableMultitexture( true );
GL_SelectTexture( GL_TEXTURE0); GL_SelectTexture( GL_Texture0);
GL_TexEnv( GL_REPLACE ); GL_TexEnv( GL_REPLACE );
GL_SelectTexture( GL_TEXTURE1); GL_SelectTexture( GL_Texture1);
GL_TexEnv( GL_MODULATE ); GL_TexEnv( GL_MODULATE );
R_DrawInlineBModel (); R_DrawInlineBModel ();
@ -1222,9 +1222,9 @@ void R_DrawWorld (void)
{ {
GL_EnableMultitexture( true ); GL_EnableMultitexture( true );
GL_SelectTexture( GL_TEXTURE0); GL_SelectTexture( GL_Texture0);
GL_TexEnv( GL_REPLACE ); GL_TexEnv( GL_REPLACE );
GL_SelectTexture( GL_TEXTURE1); GL_SelectTexture( GL_Texture1);
if ( gl_lightmap->value ) if ( gl_lightmap->value )
GL_TexEnv( GL_REPLACE ); GL_TexEnv( GL_REPLACE );
@ -1572,7 +1572,7 @@ void GL_BeginBuildingLightmaps (model_t *m)
r_framecount = 1; // no dlightcache r_framecount = 1; // no dlightcache
GL_EnableMultitexture( true ); GL_EnableMultitexture( true );
GL_SelectTexture( GL_TEXTURE1); GL_SelectTexture( GL_Texture1);
/* /*
** setup the base lightstyles so the lightmaps won't have to be regenerated ** setup the base lightstyles so the lightmaps won't have to be regenerated