mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2025-03-20 01:11:18 +00:00
Tweak rocket trails. Uglier, but don't bog down rocket snipers. Also a couple tiny optimizations and cleanups.
This commit is contained in:
parent
882adf295a
commit
28fe1dc004
5 changed files with 88 additions and 97 deletions
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@ -62,7 +62,7 @@ R_InitBubble ()
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bub_cos = bubble_costable;
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for (i = 32; i >= 0; i--) {
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a = i / 32.0 * M_PI * 2;
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a = i * (M_PI / 16.0);
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*bub_sin++ = sin (a);
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*bub_cos++ = cos (a);
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}
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@ -101,9 +101,9 @@ particle_new_random (ptype_t type, int texnum, vec3_t org, int org_fuzz,
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for (j = 0; j < 3; j++) {
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if (org_fuzz)
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porg[j] = qfrandom (2.0 * org_fuzz) - org_fuzz + org[j];
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porg[j] = qfrandom (org_fuzz * 2) - org_fuzz + org[j];
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if (vel_fuzz)
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pvel[j] = qfrandom (2.0 * vel_fuzz) - vel_fuzz;
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pvel[j] = qfrandom (vel_fuzz * 2) - vel_fuzz;
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}
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return particle_new (type, texnum, porg, scale, pvel, die, color, alpha);
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}
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@ -440,7 +440,7 @@ R_RocketTrail (entity_t *ent)
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while (len > 0) {
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pscalenext = 1.5 + qfrandom (1.5);
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dist = (pscale + pscalenext) * 1.3;
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dist = (pscale + pscalenext) * 3.0;
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VectorScale (vec, min(dist, len), subtract);
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VectorAdd (ent->old_origin, subtract, ent->old_origin);
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@ -110,8 +110,7 @@ int d_lightstylevalue[256]; // 8.8 fraction of base light value
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vec3_t shadecolor; // Ender (Extend) Colormod
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float modelalpha; // Ender (Extend) Alpha
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void R_MarkLeaves (void);
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void R_MarkLeaves (void);
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//qboolean R_CullBlocked (vec3_t mins, vec3_t maxs, vec3_t org);
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@ -135,9 +134,9 @@ R_RotateForEntity (entity_t *e)
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static mspriteframe_t *
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R_GetSpriteFrame (entity_t *currententity)
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{
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float fullinterval, targettime, time;
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float *pintervals;
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int frame, numframes, i;
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float fullinterval, targettime, time;
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float *pintervals;
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int frame, numframes, i;
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msprite_t *psprite;
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mspriteframe_t *pspriteframe;
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mspritegroup_t *pspritegroup;
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@ -161,8 +160,7 @@ R_GetSpriteFrame (entity_t *currententity)
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time = r_realtime + currententity->syncbase;
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// when loading in Mod_LoadSpriteGroup, we guaranteed all interval
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// values
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// are positive, so we don't have to worry about division by 0
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// values are positive, so we don't have to worry about division by 0
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targettime = time - ((int) (time / fullinterval)) * fullinterval;
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for (i = 0; i < (numframes - 1); i++) {
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@ -179,10 +177,10 @@ R_GetSpriteFrame (entity_t *currententity)
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static void
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R_DrawSpriteModel (entity_t *e)
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{
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float *up, *right;
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msprite_t *psprite;
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mspriteframe_t *frame;
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vec3_t point, v_forward, v_right, v_up;
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float *up, *right;
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msprite_t *psprite;
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mspriteframe_t *frame;
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vec3_t point, v_forward, v_right, v_up;
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// don't even bother culling, because it's just a single
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// polygon without a surface cache
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@ -232,7 +230,7 @@ R_DrawSpriteModel (entity_t *e)
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#define NUMVERTEXNORMALS 162
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float r_avertexnormals[NUMVERTEXNORMALS][3] = {
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float r_avertexnormals[NUMVERTEXNORMALS][3] = {
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#include "anorms.h"
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};
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@ -242,18 +240,18 @@ float r_avertexnormal_dots[SHADEDOT_QUANT][256] =
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#include "anorm_dots.h"
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;
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float shadelight;
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float *shadedots = r_avertexnormal_dots[0];
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int lastposenum, lastposenum0;
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vec3_t shadevector;
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float shadelight;
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float *shadedots = r_avertexnormal_dots[0];
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int lastposenum, lastposenum0;
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vec3_t shadevector;
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static void
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GL_DrawAliasFrame (vert_order_t *vo, qboolean fb)
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{
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float color[4];
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float l;
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int count;
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int *order;
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float l;
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float color[4];
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int count;
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int *order;
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blended_vert_t *verts;
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verts = vo->verts;
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@ -313,10 +311,10 @@ extern vec3_t lightspot;
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static void
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GL_DrawAliasShadow (aliashdr_t *paliashdr, int posenum)
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{
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float height, lheight;
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int count;
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int *order;
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vec3_t point;
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float height, lheight;
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int count;
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int *order;
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vec3_t point;
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trivertx_t *verts;
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lheight = currententity->origin[2] - lightspot[2];
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@ -375,9 +373,9 @@ void
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GL_DrawAliasBlendedShadow (aliashdr_t *paliashdr, int pose1, int pose2,
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entity_t *e)
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{
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float blend, height, lheight, lerp;
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int count;
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int *order;
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float blend, height, lheight, lerp;
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int count;
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int *order;
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trivertx_t *verts1, *verts2;
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vec3_t point1, point2;
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@ -442,9 +440,9 @@ GL_DrawAliasBlendedShadow (aliashdr_t *paliashdr, int pose1, int pose2,
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vert_order_t *
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GL_GetAliasFrameVerts (int frame, aliashdr_t *paliashdr, entity_t *e)
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{
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float interval;
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int count, numposes, pose, i;
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trivertx_t *verts;
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float interval;
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int count, numposes, pose, i;
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trivertx_t *verts;
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vert_order_t *vo;
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if ((frame >= paliashdr->mdl.numframes) || (frame < 0)) {
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@ -539,13 +537,13 @@ GL_GetAliasFrameVerts (int frame, aliashdr_t *paliashdr, entity_t *e)
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static void
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R_DrawAliasModel (entity_t *e, qboolean cull)
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{
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float add, an;
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int anim, lnum, skinnum, texture;
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int fb_texture = 0;
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aliashdr_t *paliashdr;
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model_t *clmodel;
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qboolean modelIsFullbright = false;
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vec3_t dist, mins, maxs;
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float add, an;
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int anim, lnum, skinnum, texture;
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int fb_texture = 0;
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aliashdr_t *paliashdr;
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model_t *clmodel;
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qboolean modelIsFullbright = false;
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vec3_t dist, mins, maxs;
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vert_order_t *vo;
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clmodel = currententity->model;
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/*
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if (cull && R_CullBlocked(mins, maxs, currententity->origin))
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return;
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*/
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*/
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// FIXME: shadecolor is supposed to be the lighting for the model, not
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// just colormod
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shadedots = r_avertexnormal_dots[(int) (e->angles[1] *
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(SHADEDOT_QUANT / 360.0)) &
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(SHADEDOT_QUANT - 1)];
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shadelight /= 200.0;
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shadelight *= 0.005;
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an = e->angles[1] / 180 * M_PI;
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an = e->angles[1] * (M_PI / 180);
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shadevector[0] = cos (-an);
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shadevector[1] = sin (-an);
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shadevector[2] = 1;
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@ -717,9 +715,9 @@ R_DrawAliasModel (entity_t *e, qboolean cull)
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static void
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R_ShowNearestLoc (void)
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{
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dlight_t *dl;
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location_t *nearloc;
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vec3_t trueloc;
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dlight_t *dl;
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location_t *nearloc;
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vec3_t trueloc;
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if (r_drawentities->int_val)
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return;
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@ -748,7 +746,7 @@ R_ShowNearestLoc (void)
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static void
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R_DrawEntitiesOnList (void)
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{
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int i;
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int i;
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if (!r_drawentities->int_val) {
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R_ShowNearestLoc();
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@ -812,7 +810,7 @@ R_DrawViewModel (void)
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inline static int
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SignbitsForPlane (mplane_t *out)
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{
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int bits, j;
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int bits, j;
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// for fast box on planeside test
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@ -888,7 +886,7 @@ R_SetupFrame (void)
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static void
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MYgluPerspective (GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar)
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{
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GLdouble xmin, xmax, ymin, ymax;
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GLdouble xmin, xmax, ymin, ymax;
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ymax = zNear * tan (fovy * M_PI / 360.0);
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ymin = -ymax;
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@ -1014,9 +1012,9 @@ void R_RenderBrushPoly (msurface_t *fa);
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void
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R_Mirror (void)
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{
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float d;
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entity_t **ent;
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msurface_t *s;
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float d;
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entity_t **ent;
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msurface_t *s;
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if (!mirror)
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return;
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@ -1117,9 +1115,9 @@ R_RenderView (void)
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qboolean
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R_CullBlocked (vec3_t mins, vec3_t maxs, vec3_t org)
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{
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float rad;
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static struct trace_t trace;
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vec3_t point;
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float rad;
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static struct trace_t trace;
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vec3_t point;
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if (!gl_occlusion->int_val)
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return false;
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@ -91,7 +91,7 @@ glRect_t lightmap_rectchange[MAX_LIGHTMAPS];
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msurface_t *waterchain = NULL;
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msurface_t *sky_chain;
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extern vec3_t shadecolor; // Ender (Extend) Colormod
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//extern vec3_t shadecolor; // Ender (Extend) Colormod
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// LordHavoc: place for gl_rsurf setup code
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@ -45,19 +45,18 @@
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# include "winquake.h"
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#endif
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#include "compat.h"
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#include "QF/console.h"
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#include "QF/cvar.h"
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#include "QF/input.h"
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#include "QF/qargs.h"
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#include "QF/sys.h"
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#include "QF/vfs.h"
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#include "QF/vid.h"
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#include "QF/sys.h"
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#include "QF/GL/defines.h"
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#include "QF/GL/extensions.h"
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#include "QF/GL/funcs.h"
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#include "QF/GL/defines.h"
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#include "compat.h"
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#include "sbar.h"
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#define WARP_WIDTH 320
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cvar_t *vid_mode;
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cvar_t *gl_multitexture;
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extern byte gammatable[256];
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extern qboolean GLF_Init ();
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QF_glActiveTextureARB qglActiveTexture = NULL;
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QF_glMultiTexCoord2fARB qglMultiTexCoord2f = NULL;
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int gl_filter_min = GL_LINEAR_MIPMAP_NEAREST, gl_filter_max = GL_LINEAR;
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/*-----------------------------------------------------------------------*/
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int texture_extension_number = 1;
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float gldepthmin, gldepthmax;
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cvar_t *vid_use8bit;
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/*-----------------------------------------------------------------------*/
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extern byte gammatable[256];
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extern qboolean GLF_Init ();
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void
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GL_Common_Init_Cvars (void)
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{
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vid_use8bit = Cvar_Get ("vid_use8bit", "0", CVAR_ROM, NULL, "Use 8-bit shared palettes.");
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gl_multitexture = Cvar_Get ("gl_multitexture", "0", CVAR_ARCHIVE, NULL, "Use multitexture when available");
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vid_use8bit = Cvar_Get ("vid_use8bit", "0", CVAR_ROM, NULL, "Use 8-bit "
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"shared palettes.");
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gl_multitexture = Cvar_Get ("gl_multitexture", "0", CVAR_ARCHIVE, NULL,
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"Use multitexture when available");
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}
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/*
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qfglGetIntegerv (GL_MAX_TEXTURE_UNITS_ARB, &max_texture_units);
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if (max_texture_units >= 2) {
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Con_Printf ("enabled, %d TMUs.\n", max_texture_units);
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qglMultiTexCoord2f = QFGL_ExtensionAddress ("glMultiTexCoord2fARB");
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qglMultiTexCoord2f = QFGL_ExtensionAddress
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("glMultiTexCoord2fARB");
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qglActiveTexture = QFGL_ExtensionAddress ("glActiveTextureARB");
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gl_mtex_enum = GL_TEXTURE0_ARB;
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gl_mtex_capable = true;
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VID_SetPalette (unsigned char *palette)
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{
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byte *pal;
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unsigned int r, g, b;
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unsigned int v;
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int r1, g1, b1;
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int k;
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unsigned short i;
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unsigned int *table;
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VFile *f;
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char s[255];
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float dist, bestdist;
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int r1, g1, b1, k;
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unsigned int r, g, b, v;
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unsigned short i;
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unsigned int *table;
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static qboolean palflag = false;
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VFile *f;
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//
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// 8 8 8 encoding
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//
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// Con_Printf("Converting 8to24\n");
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// 8 8 8 encoding
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// Con_Printf("Converting 8to24\n");
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pal = palette;
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table = d_8to24table;
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@ -186,10 +182,10 @@ VID_SetPalette (unsigned char *palette)
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} else {
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for (i = 0; i < (1 << 15); i++) {
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/* Maps
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000000000000000
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000000000011111 = Red = 0x1F
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000001111100000 = Blue = 0x03E0
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111110000000000 = Grn = 0x7C00
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000000000000000
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000000000011111 = Red = 0x1F
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000001111100000 = Blue = 0x03E0
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111110000000000 = Grn = 0x7C00
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*/
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r = ((i & 0x1F) << 3) + 4;
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g = ((i & 0x03E0) >> 2) + 4;
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@ -265,9 +261,6 @@ GL_Init_Common (void)
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CheckMultiTextureExtensions ();
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}
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/*
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GL_BeginRendering
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*/
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void
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GL_BeginRendering (int *x, int *y, int *width, int *height)
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{
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@ -282,7 +275,6 @@ VID_Is8bit (void)
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return is8bit;
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}
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#ifdef GL_SHARED_TEXTURE_PALETTE_EXT
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void
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Tdfx_Init8bitPalette (void)
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@ -300,7 +292,8 @@ Tdfx_Init8bitPalette (void)
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GLubyte table[256][4];
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QF_gl3DfxSetPaletteEXT qgl3DfxSetPaletteEXT = NULL;
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if (!(qgl3DfxSetPaletteEXT = QFGL_ExtensionAddress ("gl3DfxSetPaletteEXT"))) {
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if (!(qgl3DfxSetPaletteEXT = QFGL_ExtensionAddress
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("gl3DfxSetPaletteEXT"))) {
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Con_Printf ("3DFX_set_global_palette not found.\n");
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return;
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}
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@ -324,14 +317,14 @@ Tdfx_Init8bitPalette (void)
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}
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/*
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* The GL_EXT_shared_texture_palette seems like an idea which is
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* /almost/ a good idea, but seems to be severely broken with many
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* drivers, as such it is disabled.
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*
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* It should be noted, that a palette object extension as suggested by
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* the GL_EXT_shared_texture_palette spec might be a very good idea in
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* general.
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*/
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The GL_EXT_shared_texture_palette seems like an idea which is
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/almost/ a good idea, but seems to be severely broken with many
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drivers, as such it is disabled.
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It should be noted, that a palette object extension as suggested by
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the GL_EXT_shared_texture_palette spec might be a very good idea in
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general.
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*/
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void
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Shared_Init8bitPalette (void)
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{
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