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https://git.code.sf.net/p/quake/quake2forge
synced 2024-12-13 14:11:35 +00:00
And a few more GL_TEXTURE0/GL_TEXTURE1 fixes.
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parent
e55fed2197
commit
9556d038c1
1 changed files with 17 additions and 17 deletions
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@ -773,8 +773,8 @@ dynamic:
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c_brush_polys++;
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GL_MBind( GL_TEXTURE0, image->texnum );
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GL_MBind( GL_TEXTURE1, gl_state.lightmap_textures + lmtex );
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GL_MBind( GL_Texture0, image->texnum );
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GL_MBind( GL_Texture1, gl_state.lightmap_textures + lmtex );
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//==========
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//PGM
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@ -792,8 +792,8 @@ dynamic:
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qglBegin (GL_POLYGON);
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for (i=0 ; i< nv; i++, v+= VERTEXSIZE)
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{
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qglMTexCoord2fSGIS( GL_TEXTURE0, (v[3]+scroll), v[4]);
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qglMTexCoord2fSGIS( GL_TEXTURE1, v[5], v[6]);
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qglMTexCoord2fSGIS( GL_Texture0, (v[3]+scroll), v[4]);
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qglMTexCoord2fSGIS( GL_Texture1, v[5], v[6]);
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qglVertex3fv (v);
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}
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qglEnd ();
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@ -807,8 +807,8 @@ dynamic:
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qglBegin (GL_POLYGON);
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for (i=0 ; i< nv; i++, v+= VERTEXSIZE)
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{
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qglMTexCoord2fSGIS( GL_TEXTURE0, v[3], v[4]);
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qglMTexCoord2fSGIS( GL_TEXTURE1, v[5], v[6]);
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qglMTexCoord2fSGIS( GL_Texture0, v[3], v[4]);
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qglMTexCoord2fSGIS( GL_Texture1, v[5], v[6]);
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qglVertex3fv (v);
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}
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qglEnd ();
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@ -821,8 +821,8 @@ dynamic:
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{
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c_brush_polys++;
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GL_MBind( GL_TEXTURE0, image->texnum );
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GL_MBind( GL_TEXTURE1, gl_state.lightmap_textures + lmtex );
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GL_MBind( GL_Texture0, image->texnum );
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GL_MBind( GL_Texture1, gl_state.lightmap_textures + lmtex );
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//==========
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//PGM
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@ -840,8 +840,8 @@ dynamic:
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qglBegin (GL_POLYGON);
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for (i=0 ; i< nv; i++, v+= VERTEXSIZE)
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{
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qglMTexCoord2fSGIS( GL_TEXTURE0, (v[3]+scroll), v[4]);
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qglMTexCoord2fSGIS( GL_TEXTURE1, v[5], v[6]);
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qglMTexCoord2fSGIS( GL_Texture0, (v[3]+scroll), v[4]);
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qglMTexCoord2fSGIS( GL_Texture1, v[5], v[6]);
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qglVertex3fv (v);
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}
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qglEnd ();
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@ -857,8 +857,8 @@ dynamic:
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qglBegin (GL_POLYGON);
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for (i=0 ; i< nv; i++, v+= VERTEXSIZE)
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{
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qglMTexCoord2fSGIS( GL_TEXTURE0, v[3], v[4]);
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qglMTexCoord2fSGIS( GL_TEXTURE1, v[5], v[6]);
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qglMTexCoord2fSGIS( GL_Texture0, v[3], v[4]);
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qglMTexCoord2fSGIS( GL_Texture1, v[5], v[6]);
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qglVertex3fv (v);
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}
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qglEnd ();
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@ -1008,9 +1008,9 @@ e->angles[0] = -e->angles[0]; // stupid quake bug
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e->angles[2] = -e->angles[2]; // stupid quake bug
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GL_EnableMultitexture( true );
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GL_SelectTexture( GL_TEXTURE0);
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GL_SelectTexture( GL_Texture0);
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GL_TexEnv( GL_REPLACE );
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GL_SelectTexture( GL_TEXTURE1);
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GL_SelectTexture( GL_Texture1);
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GL_TexEnv( GL_MODULATE );
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R_DrawInlineBModel ();
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@ -1222,9 +1222,9 @@ void R_DrawWorld (void)
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{
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GL_EnableMultitexture( true );
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GL_SelectTexture( GL_TEXTURE0);
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GL_SelectTexture( GL_Texture0);
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GL_TexEnv( GL_REPLACE );
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GL_SelectTexture( GL_TEXTURE1);
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GL_SelectTexture( GL_Texture1);
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if ( gl_lightmap->value )
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GL_TexEnv( GL_REPLACE );
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@ -1572,7 +1572,7 @@ void GL_BeginBuildingLightmaps (model_t *m)
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r_framecount = 1; // no dlightcache
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GL_EnableMultitexture( true );
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GL_SelectTexture( GL_TEXTURE1);
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GL_SelectTexture( GL_Texture1);
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/*
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** setup the base lightstyles so the lightmaps won't have to be regenerated
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