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https://git.code.sf.net/p/quake/quakeforge
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[model] Initialize r_notexture_mip in the right places
That being in the renderer. This is why qwaq needed that call to Mod_ProcessTexture (but no longer does :)
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parent
41a12f066b
commit
2818fc12a5
6 changed files with 11 additions and 9 deletions
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@ -52,8 +52,6 @@
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#include "mod_internal.h"
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#include "r_internal.h"
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static gltex_t gl_notexture = { };
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static tex_t *
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Mod_LoadAnExternalTexture (const char *tname, const char *mname)
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{
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@ -122,7 +120,6 @@ gl_Mod_ProcessTexture (model_t *mod, texture_t *tx)
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const char *name;
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if (!tx) {
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r_notexture_mip->render = &gl_notexture;
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return;
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}
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if (gl_textures_external) {
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@ -60,8 +60,6 @@
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#include "mod_internal.h"
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#include "r_internal.h"
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static glsltex_t glsl_notexture = { };
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static void
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glsl_brush_clear (model_t *m, void *data)
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{
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@ -105,7 +103,6 @@ void
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glsl_Mod_ProcessTexture (model_t *mod, texture_t *tx)
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{
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if (!tx) {
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r_notexture_mip->render = &glsl_notexture;
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return;
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}
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glsltex_t *tex = tx->render;
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@ -62,8 +62,6 @@
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#include "r_internal.h"
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#include "vid_vulkan.h"
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static vulktex_t vulkan_notexture = { };
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static void
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vulkan_brush_clear (model_t *mod, void *data)
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{
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@ -302,7 +300,6 @@ Vulkan_Mod_ProcessTexture (model_t *mod, texture_t *tx, vulkan_ctx_t *ctx)
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mod->clear = vulkan_brush_clear;
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mod->data = mctx;
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r_notexture_mip->render = &vulkan_notexture;
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if (mod->brush.numtextures) {
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load_textures (mod, ctx);
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}
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@ -73,6 +73,8 @@
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#include "varrays.h"
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#include "vid_gl.h"
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static gltex_t gl_notexture = { };
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static void
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gl_R_LoadSky_f (void)
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{
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@ -115,6 +117,8 @@ gl_R_TimeRefresh_f (void)
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void
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gl_R_Init (void)
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{
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r_notexture_mip->render = &gl_notexture;
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R_Init_Cvars ();
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Cmd_AddCommand ("timerefresh", gl_R_TimeRefresh_f,
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@ -103,6 +103,7 @@ static double sky_time;
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static quat_t default_color = { 1, 1, 1, 1 };
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static quat_t last_color;
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static glsltex_t glsl_notexture = { };
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static const char *bsp_vert_effects[] =
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{
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@ -1282,6 +1283,8 @@ glsl_R_InitBsp (void)
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int vert;
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int frag;
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r_notexture_mip->render = &glsl_notexture;
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vert_shader = GLSL_BuildShader (bsp_vert_effects);
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frag_shader = GLSL_BuildShader (bsp_lit_effects);
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vert = GLSL_CompileShader ("quakebsp.vert", vert_shader,
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@ -98,6 +98,8 @@ static float identity[] = {
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0, 0, 0, 1,
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};
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static vulktex_t vulkan_notexture = { };
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#define ALLOC_CHUNK 64
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typedef struct bsppoly_s {
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@ -1342,6 +1344,8 @@ Vulkan_Bsp_Init (vulkan_ctx_t *ctx)
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{
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qfv_device_t *device = ctx->device;
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r_notexture_mip->render = &vulkan_notexture;
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qfvPushDebug (ctx, "bsp init");
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bspctx_t *bctx = calloc (1, sizeof (bspctx_t));
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