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https://git.code.sf.net/p/quake/quakeforge
synced 2025-01-18 15:01:41 +00:00
Rewrite the texture chain index list building.
It turns out my complicated plan was just that: complicated. Although there are currently some bugs, the method I used to build the VBO in the first place will work equally well for building the index lists.
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754dda92ff
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3326aceed8
2 changed files with 56 additions and 57 deletions
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@ -84,8 +84,8 @@ typedef struct instsurf_s {
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struct instsurf_s *tex_chain; ///< next in texture chain
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struct instsurf_s *lm_chain; ///< next in lightmap chain
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struct msurface_s *surface; ///< surface to render
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struct elements_s *elements;
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vec_t *transform;
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byte *base;
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float *color;
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} instsurf_t;
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@ -74,12 +74,6 @@ static int r_num_texture_chains;
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static int max_texture_chains;
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// for world and non-instance models
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static elechain_t *static_elechains;
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static elechain_t **static_elechains_tail = &static_elechains;
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static elechain_t *free_static_elechains;
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static elements_t *static_elementss;
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static elements_t **static_elementss_tail = &static_elementss;
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static elements_t *free_static_elementss;
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static instsurf_t *static_instsurfs;
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static instsurf_t **static_instsurfs_tail = &static_instsurfs;
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static instsurf_t *free_static_instsurfs;
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@ -174,9 +168,7 @@ release_##name##s (void) \
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} \
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}
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GET_RELEASE (elechain_t, static_elechain)
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GET_RELEASE (elechain_t, elechain)
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GET_RELEASE (elements_t, static_elements)
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GET_RELEASE (elements_t, elements)
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GET_RELEASE (instsurf_t, static_instsurf)
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GET_RELEASE (instsurf_t, instsurf)
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@ -213,22 +205,26 @@ R_InitSurfaceChains (model_t *model)
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}
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}
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static inline void
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clear_tex_chain (texture_t *tex)
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{
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tex->tex_chain = 0;
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tex->tex_chain_tail = &tex->tex_chain;
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tex->elechain = 0;
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tex->elechain_tail = &tex->elechain;
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}
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static void
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clear_texture_chains (void)
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{
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int i;
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texture_t *tex;
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for (i = 0; i < r_num_texture_chains; i++) {
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tex = r_texture_chains[i];
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if (!tex)
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if (!r_texture_chains[i])
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continue;
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tex->tex_chain = NULL;
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tex->tex_chain_tail = &tex->tex_chain;
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clear_tex_chain (r_texture_chains[i]);
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}
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tex = r_notexture_mip;
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tex->tex_chain = NULL;
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tex->tex_chain_tail = &tex->tex_chain;
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clear_tex_chain (r_notexture_mip);
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release_elechains ();
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release_elementss ();
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release_instsurfs ();
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@ -237,8 +233,6 @@ clear_texture_chains (void)
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void
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R_ClearElements (void)
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{
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release_static_elechains ();
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release_static_elementss ();
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release_elechains ();
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release_elementss ();
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}
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@ -313,13 +307,8 @@ add_elechain (texture_t *tex, int ec_index)
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{
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elechain_t *ec;
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if (ec_index < 0) {
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ec = get_elechain ();
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ec->elements = get_elements ();
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} else {
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ec = get_static_elechain ();
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ec->elements = get_static_elements ();
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}
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ec = get_elechain ();
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ec->elements = get_elements ();
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ec->index = ec_index;
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ec->transform = 0;
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*tex->elechain_tail = ec;
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@ -443,10 +432,6 @@ R_BuildDisplayLists (model_t **models, int num_models)
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surf->ec_index = -1 - i; // instanced model
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tex = surf->texinfo->texture;
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CHAIN_SURF_F2B (surf, tex->tex_chain);
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if (surf->instsurf)
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surf->instsurf->elements = 0;
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else
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surf->tinst->elements = 0;
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}
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}
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// All vertices from all brush models go into one giant vbo.
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@ -480,10 +465,7 @@ R_BuildDisplayLists (model_t **models, int num_models)
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}
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if (vertex_index_base + surf->numedges > 65535) {
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// elements index overflow
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if (surf->ec_index < 0)
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el->next = get_elements ();
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else
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el->next = get_static_elements ();
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el->next = get_elements ();
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el = el->next;
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el->base = (byte *) vertices->size;
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vertex_index_base = 0;
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@ -493,16 +475,11 @@ R_BuildDisplayLists (model_t **models, int num_models)
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el->list = dstring_new ();
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dstring_clear (el->list);
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is->elements = el;
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is->base = el->base;
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build_surf_displist (models, surf, vertex_index_base, vertices);
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vertex_index_base += surf->numedges;
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}
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}
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{
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instsurf_t *is;
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for (is = instsurfs; is; is = is->_next)
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is->elements = 0;
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}
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clear_texture_chains ();
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Sys_MaskPrintf (SYS_GLSL, "R_BuildDisplayLists: %ld verts total\n",
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vertices->size / sizeof (bspvert_t));
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@ -568,7 +545,7 @@ R_DrawBrushModel (entity_t *e)
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surf = &model->surfaces[model->firstmodelsurface];
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for (i = 0; i < model->nummodelsurfaces; i++, surf++) {
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// find which side of the node we are on
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// find the node side on which we are
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plane = surf->plane;
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dot = PlaneDiff (org, plane);
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@ -592,7 +569,7 @@ visit_leaf (mleaf_t *leaf)
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static inline int
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get_side (mnode_t *node)
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{
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// find which side of the node we are on
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// find the node side on which we are
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plane_t *plane = node->plane;
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if (plane->type < 3)
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@ -734,6 +711,7 @@ bsp_begin (void)
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qfglUniform1i (quake_bsp.lightmap.location, 1);
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qfglActiveTexture (GL_TEXTURE0 + 1);
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qfglEnable (GL_TEXTURE_2D);
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qfglBindTexture (GL_TEXTURE_2D, R_LightmapTexture ());
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qfglUniform1i (quake_bsp.texture.location, 0);
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qfglActiveTexture (GL_TEXTURE0 + 0);
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@ -758,12 +736,44 @@ bsp_end (void)
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qfglDisable (GL_TEXTURE_2D);
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}
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static void
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build_tex_elechain (texture_t *tex)
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{
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instsurf_t *is;
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elechain_t *ec = 0;
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elements_t *el = 0;
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for (is = tex->tex_chain; is; is = is->tex_chain) {
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msurface_t *surf = is->surface;
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glslpoly_t *poly = (glslpoly_t *) surf->polys;
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if (!tex->elechain) {
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ec = add_elechain (tex, surf->ec_index);
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ec->transform = is->transform;
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el = ec->elements;
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}
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if (is->transform != ec->transform) {
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ec = add_elechain (tex, surf->ec_index);
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ec->transform = is->transform;
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el = ec->elements;
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}
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if (is->base != el->base) {
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el->next = get_elements ();
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el = el->next;
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}
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el->base = is->base;
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if (!el->list)
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el->list = dstring_new ();
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dstring_append (el->list, (char *) poly->indices,
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poly->count * sizeof (poly->indices[0]));
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}
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}
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void
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R_DrawWorld (void)
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{
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entity_t worldent;
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int i;
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int lm = 0;
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memset (&worldent, 0, sizeof (worldent));
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worldent.model = r_worldentity.model;
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@ -771,7 +781,7 @@ R_DrawWorld (void)
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currententity = &worldent;
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R_VisitWorldNodes (worldent.model->nodes);
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if (0 && r_drawentities->int_val) {
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if (r_drawentities->int_val) {
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entity_t *ent;
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for (ent = r_ent_queue; ent; ent = ent->next) {
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if (ent->model->type != mod_brush)
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@ -785,25 +795,14 @@ R_DrawWorld (void)
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bsp_begin ();
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for (i = 0; i < r_num_texture_chains; i++) {
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texture_t *tex;
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instsurf_t *is;
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elechain_t *ec = 0;
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elements_t *el = 0;
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tex = r_texture_chains[i];
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qfglActiveTexture (GL_TEXTURE0 + 0);
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qfglBindTexture (GL_TEXTURE_2D, tex->gl_texturenum);
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for (is = tex->tex_chain; is; is = is->tex_chain) {
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msurface_t *surf = is->surface;
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glslpoly_t *poly = (glslpoly_t *) surf->polys;
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el = is->elements;
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if (surf->lightpic && !lm)
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lm = surf->lightpic->tnum;
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dstring_append (el->list, (char *) poly->indices,
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poly->count * sizeof (poly->indices[0]));
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}
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qfglActiveTexture (GL_TEXTURE0 + 1);
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qfglBindTexture (GL_TEXTURE_2D, lm);
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build_tex_elechain (tex);
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for (ec = tex->elechain; ec; ec = ec->next) {
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draw_elechain (ec);
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}
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