Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
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/*
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2000-01-06 13:48:07 +00:00
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d_modech.c - called when mode has just changed
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Copyright (C) 1996-1997 Id Software, Inc.
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Copyright (C) 1999,2000 contributors of the QuakeForge project
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Please see the file "AUTHORS" for a list of contributors
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Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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2000-03-19 15:59:51 +00:00
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "quakedef.h"
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#include "d_local.h"
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2000-01-29 18:46:26 +00:00
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#include <sys.h>
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Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
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int d_vrectx, d_vrecty, d_vrectright_particle, d_vrectbottom_particle;
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int d_y_aspect_shift, d_pix_min, d_pix_max, d_pix_shift;
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int d_scantable[MAXHEIGHT];
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2000-03-19 15:59:51 +00:00
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short *zspantable[MAXHEIGHT];
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Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
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/*
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================
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D_Patch
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================
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*/
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void D_Patch (void)
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{
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#if id386
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static qboolean protectset8 = false;
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if (!protectset8)
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{
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Sys_MakeCodeWriteable ((int)D_PolysetAff8Start,
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(int)D_PolysetAff8End - (int)D_PolysetAff8Start);
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protectset8 = true;
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}
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#endif // id386
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}
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/*
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================
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D_ViewChanged
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================
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*/
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void D_ViewChanged (void)
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{
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int rowbytes;
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if (r_dowarp)
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rowbytes = WARP_WIDTH;
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else
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rowbytes = vid.rowbytes;
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scale_for_mip = xscale;
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if (yscale > xscale)
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scale_for_mip = yscale;
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d_zrowbytes = vid.width * 2;
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d_zwidth = vid.width;
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d_pix_min = r_refdef.vrect.width / 320;
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if (d_pix_min < 1)
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d_pix_min = 1;
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d_pix_max = (int)((float)r_refdef.vrect.width / (320.0 / 4.0) + 0.5);
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d_pix_shift = 8 - (int)((float)r_refdef.vrect.width / 320.0 + 0.5);
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if (d_pix_max < 1)
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d_pix_max = 1;
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if (pixelAspect > 1.4)
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d_y_aspect_shift = 1;
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else
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d_y_aspect_shift = 0;
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d_vrectx = r_refdef.vrect.x;
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d_vrecty = r_refdef.vrect.y;
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d_vrectright_particle = r_refdef.vrectright - d_pix_max;
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d_vrectbottom_particle =
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r_refdef.vrectbottom - (d_pix_max << d_y_aspect_shift);
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{
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int i;
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for (i=0 ; i<vid.height; i++)
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{
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d_scantable[i] = i*rowbytes;
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zspantable[i] = d_pzbuffer + i*d_zwidth;
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}
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}
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D_Patch ();
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}
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